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

50 lines
1.9 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) && !comp.HealWhenDead)
continue; // Don't apply damage if the mob is dead, also don't heal if dead unless specified.
// 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 == 0)
continue; // No damage or healing to apply
var damage = currentThreshold == -1 ? comp.DarkDamage : comp.LightDamage;
if (damage.AnyPositive() && _mobState.IsDead(uid))
continue; // Don't apply damage if the mob is dead
TryDealDamage(new(uid, comp), damage);
}
}
}