Files
tbd-station-14/Content.Server/Morgue/MorgueSystem.cs
2025-08-21 16:49:50 -07:00

52 lines
1.7 KiB
C#

using Content.Shared.Morgue;
using Content.Shared.Morgue.Components;
using Content.Shared.Storage.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
namespace Content.Server.Morgue;
public sealed class MorgueSystem : SharedMorgueSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MorgueComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<MorgueComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextBeep = _timing.CurTime + ent.Comp.NextBeep;
}
/// <summary>
/// Handles the periodic beeping that morgues do when a live body is inside.
/// </summary>
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<MorgueComponent, EntityStorageComponent, AppearanceComponent>();
while (query.MoveNext(out var uid, out var comp, out var storage, out var appearance))
{
if (curTime < comp.NextBeep)
continue;
comp.NextBeep += comp.BeepTime;
CheckContents(uid, comp, storage);
if (comp.DoSoulBeep && _appearance.TryGetData<MorgueContents>(uid, MorgueVisuals.Contents, out var contents, appearance) && contents == MorgueContents.HasSoul)
{
_audio.PlayPvs(comp.OccupantHasSoulAlarmSound, uid);
}
}
}
}