Files
tbd-station-14/Content.Server/Bed/BedSystem.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

55 lines
1.8 KiB
C#

using Content.Shared.Bed;
using Content.Shared.Bed.Components;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Mobs.Systems;
namespace Content.Server.Bed
{
public sealed class BedSystem : SharedBedSystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
private EntityQuery<SleepingComponent> _sleepingQuery;
public override void Initialize()
{
base.Initialize();
_sleepingQuery = GetEntityQuery<SleepingComponent>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<HealOnBuckleHealingComponent, HealOnBuckleComponent, StrapComponent>();
while (query.MoveNext(out var uid, out _, out var bedComponent, out var strapComponent))
{
if (Timing.CurTime < bedComponent.NextHealTime)
continue;
bedComponent.NextHealTime += TimeSpan.FromSeconds(bedComponent.HealTime);
if (strapComponent.BuckledEntities.Count == 0)
continue;
foreach (var healedEntity in strapComponent.BuckledEntities)
{
if (_mobStateSystem.IsDead(healedEntity))
continue;
var damage = bedComponent.Damage;
if (_sleepingQuery.HasComp(healedEntity))
damage *= bedComponent.SleepMultiplier;
_damageableSystem.TryChangeDamage(healedEntity, damage, true, origin: uid);
}
}
}
}
}