CatStation/Content.Shared/Damage/Systems/PassiveDamageSystem.cs
UpAndLeaves 82e91cbe0b
Pause passive regen for 5 seconds after taking damage (#45394)
* Pause passive regen for five seconds after taking damage.

* technically better!

* RQ

* RQC 2 electric boogaloo

* RQC part 3?

* RQC 4

* RQC 5???

* RQC
2026-08-17 12:40:38 +00:00

64 lines
2 KiB
C#

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<PassiveDamageComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f);
Dirty(ent);
}
[SubscribeLocalEvent]
private void OnDamageTaken(Entity<PassiveDamageComponent> 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<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;
// 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);
}
}
}
}