using Content.Shared.Drowsiness; using Content.Shared.Bed.Sleep; using Content.Shared.StatusEffect; using Robust.Shared.Random; namespace Content.Server.Drowsiness; public sealed class DrowsinessSystem : SharedDrowsinessSystem { [ValidatePrototypeId] private const string SleepKey = "ForcedSleep"; // Same one used by N2O and other sleep chems. [Dependency] private readonly StatusEffectsSystem _statusEffects = default!; [Dependency] private readonly IRobustRandom _random = default!; /// public override void Initialize() { SubscribeLocalEvent(SetupDrowsiness); } private void SetupDrowsiness(EntityUid uid, DrowsinessComponent component, ComponentStartup args) { component.NextIncidentTime = _random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var component)) { component.NextIncidentTime -= frameTime; if (component.NextIncidentTime >= 0) continue; // Set the new time. component.NextIncidentTime += _random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y); var duration = _random.NextFloat(component.DurationOfIncident.X, component.DurationOfIncident.Y); // Make sure the sleep time doesn't cut into the time to next incident. component.NextIncidentTime += duration; _statusEffects.TryAddStatusEffect(uid, SleepKey, TimeSpan.FromSeconds(duration), false); } } }