Refactored AdvertiseComponent (#26598)
* Made it better * ok * alright --------- Co-authored-by: wrexbe <wrexbe@protonmail.com>
This commit is contained in:
@@ -28,112 +28,78 @@ public sealed class AdvertiseSystem : EntitySystem
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public override void Initialize()
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{
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SubscribeLocalEvent<AdvertiseComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<AdvertiseComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<ApcPowerReceiverComponent, AdvertiseEnableChangeAttemptEvent>(OnPowerReceiverEnableChangeAttempt);
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SubscribeLocalEvent<VendingMachineComponent, AdvertiseEnableChangeAttemptEvent>(OnVendingEnableChangeAttempt);
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SubscribeLocalEvent<ApcPowerReceiverComponent, AttemptAdvertiseEvent>(OnPowerReceiverAttemptAdvertiseEvent);
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SubscribeLocalEvent<VendingMachineComponent, AttemptAdvertiseEvent>(OnVendingAttemptAdvertiseEvent);
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// Force it to check on the next update.
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_nextCheckTime = TimeSpan.MinValue;
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}
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private void OnMapInit(EntityUid uid, AdvertiseComponent advertise, MapInitEvent args)
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private void OnMapInit(EntityUid uid, AdvertiseComponent advert, MapInitEvent args)
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{
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RefreshTimer(uid, advertise);
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RandomizeNextAdvertTime(advert);
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_nextCheckTime = MathHelper.Min(advert.NextAdvertisementTime, _nextCheckTime);
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}
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private void OnPowerChanged(EntityUid uid, AdvertiseComponent advertise, ref PowerChangedEvent args)
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private void RandomizeNextAdvertTime(AdvertiseComponent advert)
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{
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SetEnabled(uid, args.Powered, advertise);
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}
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public void RefreshTimer(EntityUid uid, AdvertiseComponent? advertise = null)
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{
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if (!Resolve(uid, ref advertise))
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return;
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if (!advertise.Enabled)
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return;
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var minDuration = Math.Max(1, advertise.MinimumWait);
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var maxDuration = Math.Max(minDuration, advertise.MaximumWait);
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var minDuration = Math.Max(1, advert.MinimumWait);
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var maxDuration = Math.Max(minDuration, advert.MaximumWait);
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var waitDuration = TimeSpan.FromSeconds(_random.Next(minDuration, maxDuration));
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var nextTime = _gameTiming.CurTime + waitDuration;
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advertise.NextAdvertisementTime = nextTime;
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_nextCheckTime = MathHelper.Min(nextTime, _nextCheckTime);
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advert.NextAdvertisementTime = _gameTiming.CurTime + waitDuration;
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}
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public void SayAdvertisement(EntityUid uid, AdvertiseComponent? advertise = null)
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public void SayAdvertisement(EntityUid uid, AdvertiseComponent? advert = null)
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{
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if (!Resolve(uid, ref advertise))
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if (!Resolve(uid, ref advert))
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return;
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if (_prototypeManager.TryIndex(advertise.Pack, out var advertisements))
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_chat.TrySendInGameICMessage(uid, Loc.GetString(_random.Pick(advertisements.Messages)), InGameICChatType.Speak, hideChat: true);
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}
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public void SetEnabled(EntityUid uid, bool enable, AdvertiseComponent? advertise = null)
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{
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if (!Resolve(uid, ref advertise))
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return;
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if (advertise.Enabled == enable)
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return;
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var attemptEvent = new AdvertiseEnableChangeAttemptEvent(enable);
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RaiseLocalEvent(uid, attemptEvent);
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var attemptEvent = new AttemptAdvertiseEvent(uid);
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RaiseLocalEvent(uid, ref attemptEvent);
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if (attemptEvent.Cancelled)
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return;
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advertise.Enabled = enable;
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RefreshTimer(uid, advertise);
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}
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private static void OnPowerReceiverEnableChangeAttempt(EntityUid uid, ApcPowerReceiverComponent component, AdvertiseEnableChangeAttemptEvent args)
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{
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if (args.Enabling && !component.Powered)
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args.Cancel();
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}
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private static void OnVendingEnableChangeAttempt(EntityUid uid, VendingMachineComponent component, AdvertiseEnableChangeAttemptEvent args)
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{
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if (args.Enabling && component.Broken)
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args.Cancel();
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if (_prototypeManager.TryIndex(advert.Pack, out var advertisements))
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_chat.TrySendInGameICMessage(uid, Loc.GetString(_random.Pick(advertisements.Messages)), InGameICChatType.Speak, hideChat: true);
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}
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public override void Update(float frameTime)
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{
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var curTime = _gameTiming.CurTime;
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if (_nextCheckTime > curTime)
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var currentGameTime = _gameTiming.CurTime;
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if (_nextCheckTime > currentGameTime)
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return;
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// Note that as _nextCheckTime currently starts at TimeSpan.MinValue, so this has to SET the value, not just
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// increment it.
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_nextCheckTime = curTime + _maximumNextCheckDuration;
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// _nextCheckTime starts at TimeSpan.MinValue, so this has to SET the value, not just increment it.
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_nextCheckTime = currentGameTime + _maximumNextCheckDuration;
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var query = EntityQueryEnumerator<AdvertiseComponent>();
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while (query.MoveNext(out var uid, out var advert))
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{
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if (!advert.Enabled)
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continue;
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// If this isn't advertising yet
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if (advert.NextAdvertisementTime > curTime)
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if (currentGameTime > advert.NextAdvertisementTime)
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{
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_nextCheckTime = MathHelper.Min(advert.NextAdvertisementTime, _nextCheckTime);
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continue;
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SayAdvertisement(uid, advert);
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// The timer is always refreshed when it expires, to prevent mass advertising (ex: all the vending machines have no power, and get it back at the same time).
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RandomizeNextAdvertTime(advert);
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}
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SayAdvertisement(uid, advert);
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RefreshTimer(uid, advert);
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_nextCheckTime = MathHelper.Min(advert.NextAdvertisementTime, _nextCheckTime);
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}
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}
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private static void OnPowerReceiverAttemptAdvertiseEvent(EntityUid uid, ApcPowerReceiverComponent powerReceiver, ref AttemptAdvertiseEvent args)
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{
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args.Cancelled |= !powerReceiver.Powered;
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}
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private static void OnVendingAttemptAdvertiseEvent(EntityUid uid, VendingMachineComponent machine, ref AttemptAdvertiseEvent args)
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{
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args.Cancelled |= machine.Broken;
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}
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}
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public sealed class AdvertiseEnableChangeAttemptEvent(bool enabling) : CancellableEntityEventArgs
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[ByRefEvent]
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public record struct AttemptAdvertiseEvent(EntityUid? Advertiser)
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{
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public bool Enabling { get; } = enabling;
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public bool Cancelled = false;
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}
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