Files
tbd-station-14/Content.Shared/Damage/Systems/PassiveDamageSystem.cs
LankLTE d691ddae64 Give player species slight passive regen (#20638)
* Implementation

* Reviews
2023-10-07 15:34:32 -04:00

56 lines
1.9 KiB
C#

using Content.Shared.Damage.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Mobs.Components;
using Content.Shared.FixedPoint;
using Robust.Shared.Timing;
namespace Content.Shared.Damage;
public sealed class PassiveDamageSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PassiveDamageComponent, MapInitEvent>(OnPendingMapInit);
}
private void OnPendingMapInit(EntityUid uid, PassiveDamageComponent component, MapInitEvent args)
{
component.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f);
}
// Every tick, attempt to damage entities
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _timing.CurTime;
// Go through every entity with the component
var query = EntityQueryEnumerator<PassiveDamageComponent, DamageableComponent, MobStateComponent>();
while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
{
// Make sure they're up for a damage tick
if (comp.NextDamage > curTime)
continue;
if (comp.DamageCap != 0 && damage.TotalDamage >= comp.DamageCap)
continue;
// Set the next time they can take damage
comp.NextDamage = curTime + TimeSpan.FromSeconds(1f);
// Damage them
foreach (var allowedState in comp.AllowedStates)
{
if(allowedState == mobState.CurrentState)
_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
}
}
}
}