using Content.Shared.Damage.Components; using Content.Shared.Mobs.Components; using Robust.Shared.Timing; namespace Content.Shared.Damage.Systems; public sealed partial class PassiveDamageSystem : EntitySystem { [Dependency] private DamageableSystem _damageable = default!; [Dependency] private IGameTiming _timing = default!; #region Subscriptions [SubscribeLocalEvent] private void OnPendingMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f); Dirty(ent); } [SubscribeLocalEvent] private void OnDamageTaken(Entity ent, ref DamageDealtEvent args) { if (ent.Comp.IntervalHaltOnDamageTaken == TimeSpan.Zero || !args.Damage.AnyPositive()) return; var proposedUpdateTime = _timing.CurTime + ent.Comp.IntervalHaltOnDamageTaken; if (proposedUpdateTime > ent.Comp.NextDamage) { ent.Comp.NextDamage = proposedUpdateTime; Dirty(ent); } } #endregion // 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(); 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; // Set the next time they can take damage comp.NextDamage = curTime + TimeSpan.FromSeconds(1f); Dirty(uid, comp); // Damage them foreach (var allowedState in comp.AllowedStates) { if(allowedState == mobState.CurrentState) _damageable.ChangeDamage((uid, damage), comp.Damage, true, false); } } } }