42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Shared._DV.CosmicCult.Components;
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using Robust.Shared.Timing;
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using Content.Shared.Damage.Systems;
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using Robust.Shared.Random;
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namespace Content.Server._DV.CosmicCult.EntitySystems;
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/// <summary>
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/// Makes the person with this component take damage over time.
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/// Used for status effect.
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/// </summary>
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public sealed partial class CosmicEntropyDegenSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<CosmicEntropyDebuffComponent, ComponentStartup>(OnInit);
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}
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private void OnInit(EntityUid uid, CosmicEntropyDebuffComponent comp, ref ComponentStartup args)
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{
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_damageable.TryChangeDamage(uid, comp.Degen, true, false);
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comp.CheckTimer = _timing.CurTime + comp.CheckWait;
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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<CosmicEntropyDebuffComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (_timing.CurTime < component.CheckTimer)
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continue;
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component.CheckTimer = _timing.CurTime + component.CheckWait;
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_damageable.TryChangeDamage(uid, component.Degen, true, false);
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}
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}
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}
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