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