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- using Content.Shared.Bed.Sleep;
- using Content.Shared.StatusEffect;
- using Robust.Shared.Random;
- namespace Content.Server.Traits.Assorted;
- /// <summary>
- /// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
- /// </summary>
- public sealed class NarcolepsySystem : EntitySystem
- {
- [ValidatePrototypeId<StatusEffectPrototype>]
- private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
- [Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- /// <inheritdoc/>
- public override void Initialize()
- {
- SubscribeLocalEvent<NarcolepsyComponent, ComponentStartup>(SetupNarcolepsy);
- }
- private void SetupNarcolepsy(EntityUid uid, NarcolepsyComponent component, ComponentStartup args)
- {
- component.NextIncidentTime =
- _random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
- }
- public void AdjustNarcolepsyTimer(EntityUid uid, int TimerReset, NarcolepsyComponent? narcolepsy = null)
- {
- if (!Resolve(uid, ref narcolepsy, false))
- return;
- narcolepsy.NextIncidentTime = TimerReset;
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var query = EntityQueryEnumerator<NarcolepsyComponent>();
- while (query.MoveNext(out var uid, out var narcolepsy))
- {
- narcolepsy.NextIncidentTime -= frameTime;
- if (narcolepsy.NextIncidentTime >= 0)
- continue;
- // Set the new time.
- narcolepsy.NextIncidentTime +=
- _random.NextFloat(narcolepsy.TimeBetweenIncidents.X, narcolepsy.TimeBetweenIncidents.Y);
- var duration = _random.NextFloat(narcolepsy.DurationOfIncident.X, narcolepsy.DurationOfIncident.Y);
- // Make sure the sleep time doesn't cut into the time to next incident.
- narcolepsy.NextIncidentTime += duration;
- _statusEffects.TryAddStatusEffect<ForcedSleepingComponent>(uid, StatusEffectKey,
- TimeSpan.FromSeconds(duration), false);
- }
- }
- }
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