Give player species slight passive regen (#20638)
* Implementation * Reviews
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55
Content.Shared/Damage/Systems/PassiveDamageSystem.cs
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55
Content.Shared/Damage/Systems/PassiveDamageSystem.cs
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using Content.Shared.Damage.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage;
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public sealed class PassiveDamageSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PassiveDamageComponent, MapInitEvent>(OnPendingMapInit);
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}
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private void OnPendingMapInit(EntityUid uid, PassiveDamageComponent component, MapInitEvent args)
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{
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component.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f);
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}
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// Every tick, attempt to damage entities
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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// Go through every entity with the component
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var query = EntityQueryEnumerator<PassiveDamageComponent, DamageableComponent, MobStateComponent>();
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while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Make sure they're up for a damage tick
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if (comp.NextDamage > curTime)
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continue;
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if (comp.DamageCap != 0 && damage.TotalDamage >= comp.DamageCap)
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continue;
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// Set the next time they can take damage
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comp.NextDamage = curTime + TimeSpan.FromSeconds(1f);
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// Damage them
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foreach (var allowedState in comp.AllowedStates)
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{
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if(allowedState == mobState.CurrentState)
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_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
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}
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}
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}
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}
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