using Content.Shared.Damage; using Content.Shared.Examine; using Content.Shared.Mobs.Systems; using Robust.Shared.Timing; namespace Content.Shared._DV.Body.Systems; public sealed partial class SharedResurrectWhenAbleSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly MobThresholdSystem _mobThreshold = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnExamined); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var comp)) { // Don't bother processing alive mobs if (!_mobState.IsDead(uid)) { comp.ResurrectAt = null; continue; } if (!_mobThreshold.TryGetThresholdForState(uid, Mobs.MobState.Dead, out var threshold)) continue; if (!TryComp(uid, out var damageable)) continue; // We're dead, and must stay dead. if (damageable.TotalDamage >= threshold) { comp.ResurrectAt = null; continue; } // We can resurrect, but aren't currently counting down. if (comp.ResurrectAt is not { } resurrectTime) { comp.ResurrectAt = _timing.CurTime + TimeSpan.FromSeconds(comp.TimeToResurrect); continue; } // We can resurrect, and are counting down, but haven't reached the time yet. if (_timing.CurTime < resurrectTime) continue; // Resurrect the entity. _mobState.ChangeMobState(uid, Mobs.MobState.Alive); comp.ResurrectAt = null; } } private void OnExamined(Entity entity, ref ExaminedEvent args) { if (!args.IsInDetailsRange) return; // Only show the resurrection text if we're actually going to resurrect. if (entity.Comp.ResurrectAt is not { }) return; if (entity.Comp.ResurrectDesc is not { } desc) return; args.PushMarkup(Loc.GetString(desc)); } }