Delta-v/Content.Server/_DV/Body/LightLevelHealthSystem.cs

46 lines
1.7 KiB
C#

using Content.Shared._DV.Body;
using Content.Shared._DV.Light;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Robust.Shared.Timing;
namespace Content.Server._DV.Body;
public sealed class LightLevelHealthSystem : SharedLightLevelHealthSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedLightReactiveSystem _lightReactive = default!;
private TimeSpan _nextUpdate = TimeSpan.MinValue;
public override void Update(float frameTime)
{
if (_timing.CurTime < _nextUpdate)
return;
_nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(1);
var query = EntityQueryEnumerator<LightLevelHealthComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (_mobState.IsDead(uid))
continue; // Don't apply damage if the mob is dead
// Get the light level at the entity's position
var lightLevel = _lightReactive.GetLightLevel(uid, true);
int currentThreshold = CurrentThreshold(lightLevel, comp);
if (currentThreshold != comp.CurrentThreshold)
{
comp.CurrentThreshold = currentThreshold;
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
if (currentThreshold == -1)
TryDealDamage(new(uid, comp), comp.DarkDamage);
if (currentThreshold == 1)
TryDealDamage(new(uid, comp), comp.LightDamage);
}
}
}