Sleeping (#9793)
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@@ -5,17 +5,26 @@ using Content.Server.Body.Systems;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Sleep;
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using Content.Server.Bed.Sleep;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Emag.Systems;
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using Content.Shared.MobState.Components;
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using Content.Server.Actions;
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using Content.Server.MobState;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Bed
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{
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public sealed class BedSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly ActionsSystem _actionsSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -27,12 +36,19 @@ namespace Content.Server.Bed
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private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, BuckleChangeEvent args)
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{
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_prototypeManager.TryIndex<InstantActionPrototype>("Sleep", out var sleepAction);
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if (args.Buckling)
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{
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AddComp<HealOnBuckleHealingComponent>(uid);
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if (sleepAction != null)
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_actionsSystem.AddAction(args.BuckledEntity, new InstantAction(sleepAction), null);
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return;
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}
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if (sleepAction != null)
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_actionsSystem.RemoveAction(args.BuckledEntity, sleepAction, null);
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_sleepingSystem.TryWaking(args.BuckledEntity);
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RemComp<HealOnBuckleHealingComponent>(uid);
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component.Accumulator = 0;
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}
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@@ -52,13 +68,16 @@ namespace Content.Server.Bed
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if (strapComponent.BuckledEntities.Count == 0) continue;
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var mobStateQuery = GetEntityQuery<MobStateComponent>();
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foreach (var healedEntity in strapComponent.BuckledEntities)
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{
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if (mobStateQuery.TryGetComponent(healedEntity, out var state) && state.IsDead())
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if (_mobStateSystem.IsDead(healedEntity))
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continue;
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var damage = bedComponent.Damage;
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if (HasComp<SleepingComponent>(healedEntity))
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damage *= bedComponent.SleepMultiplier;
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_damageableSystem.TryChangeDamage(healedEntity, bedComponent.Damage, true);
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}
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}
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