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- using Content.Shared.Bed.Sleep;
- using Content.Shared.Drowsiness;
- using Content.Shared.StatusEffect;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- namespace Content.Server.Drowsiness;
- public sealed class DrowsinessSystem : SharedDrowsinessSystem
- {
- [ValidatePrototypeId<StatusEffectPrototype>]
- private const string SleepKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
- /// <inheritdoc/>
- public override void Initialize()
- {
- SubscribeLocalEvent<DrowsinessComponent, ComponentStartup>(OnInit);
- }
- private void OnInit(EntityUid uid, DrowsinessComponent component, ComponentStartup args)
- {
- component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y));
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var query = EntityQueryEnumerator<DrowsinessComponent>();
- while (query.MoveNext(out var uid, out var component))
- {
- if (_timing.CurTime < component.NextIncidentTime)
- continue;
- // Set the new time.
- component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y));
- // sleep duration
- var duration = TimeSpan.FromSeconds(_random.NextFloat(component.DurationOfIncident.X, component.DurationOfIncident.Y));
- // Make sure the sleep time doesn't cut into the time to next incident.
- component.NextIncidentTime += duration;
- _statusEffects.TryAddStatusEffect<ForcedSleepingComponent>(uid, SleepKey, duration, false);
- }
- }
- }
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