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- 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!;
- 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);
- }
- }
- }
- }
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