UseDelay + ItemCooldown merge (#22502)

This commit is contained in:
AJCM-git
2024-01-03 21:33:09 -04:00
committed by GitHub
parent 42ec9b2967
commit 9c522c8b19
80 changed files with 324 additions and 589 deletions

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@@ -1,28 +1,36 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Timing;
/// <summary>
/// Timer that creates a cooldown each time an object is activated/used
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
/// <remarks>
/// Currently it only supports a single delay per entity, this means that for things that have two delay interactions they will share one timer, so this can cause issues. For example, the bible has a delay when opening the storage UI and when applying it's interaction effect, and they share the same delay.
/// </remarks>
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(UseDelaySystem))]
public sealed partial class UseDelayComponent : Component
{
[AutoNetworkedField]
public TimeSpan LastUseTime;
[AutoNetworkedField]
public TimeSpan? DelayEndTime;
[DataField, AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
/// <summary>
/// When the delay starts.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan DelayStartTime;
/// <summary>
/// Stores remaining delay pausing (and eventually, serialization).
/// When the delay ends.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan DelayEndTime;
/// <summary>
/// Default delay time
/// </summary>
[DataField]
public TimeSpan? RemainingDelay;
public bool ActiveDelay => DelayEndTime != null;
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
}

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@@ -1,125 +1,64 @@
using Content.Shared.Cooldown;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Timing;
public sealed class UseDelaySystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private HashSet<UseDelayComponent> _activeDelays = new();
[Dependency] private readonly MetaDataSystem _metadata = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UseDelayComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<UseDelayComponent, EntityPausedEvent>(OnPaused);
SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
}
private void OnPaused(EntityUid uid, UseDelayComponent component, ref EntityPausedEvent args)
private void OnUnpaused(Entity<UseDelayComponent> ent, ref EntityUnpausedEvent args)
{
// This entity just got paused, but wasn't before
if (component.DelayEndTime != null)
component.RemainingDelay = _gameTiming.CurTime - component.DelayEndTime;
_activeDelays.Remove(component);
Dirty(component);
// We got unpaused, resume the delay
ent.Comp.DelayStartTime += args.PausedTime;
ent.Comp.DelayEndTime += args.PausedTime;
Dirty(ent);
}
private void OnUnpaused(EntityUid uid, UseDelayComponent component, ref EntityUnpausedEvent args)
public void SetDelay(Entity<UseDelayComponent> ent, TimeSpan delay)
{
if (component.RemainingDelay == null)
if (ent.Comp.Delay == delay)
return;
// We got unpaused, resume the delay/cooldown. Currently this takes for granted that ItemCooldownComponent
// handles the pausing on its own. I'm not even gonna check, because I CBF fixing it if it doesn't.
component.DelayEndTime = _gameTiming.CurTime + component.RemainingDelay;
Dirty(component);
_activeDelays.Add(component);
}
private void OnHandleState(EntityUid uid, UseDelayComponent component, ref AfterAutoHandleStateEvent args)
{
if (component.DelayEndTime == null)
_activeDelays.Remove(component);
else
_activeDelays.Add(component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var toRemove = new RemQueue<UseDelayComponent>();
var curTime = _gameTiming.CurTime;
var mQuery = EntityManager.GetEntityQuery<MetaDataComponent>();
// TODO refactor this to use active components
foreach (var delay in _activeDelays)
{
if (delay.DelayEndTime == null ||
curTime > delay.DelayEndTime ||
Deleted(delay.Owner, mQuery))
{
toRemove.Add(delay);
}
}
foreach (var delay in toRemove)
{
delay.DelayEndTime = null;
_activeDelays.Remove(delay);
Dirty(delay);
}
ent.Comp.Delay += delay;
Dirty(ent);
}
/// <summary>
/// Attempts tp start a use-delay for some entity. Returns true unless there is already an active delay.
/// Returns true if the entity has a currently active UseDelay.
/// </summary>
/// <remarks>
/// Note that this will always return true if the entity does not have a use delay component, as in that case there
/// is no reason to block/prevent an interaction.
/// </remarks>
public bool BeginDelay(EntityUid uid, UseDelayComponent? component = null)
public bool IsDelayed(Entity<UseDelayComponent> ent)
{
if (!Resolve(uid, ref component, false))
return true;
return ent.Comp.DelayEndTime >= _gameTiming.CurTime;
}
if (component.ActiveDelay)
/// <summary>
/// Cancels the current delay.
/// </summary>
public void CancelDelay(Entity<UseDelayComponent> ent)
{
ent.Comp.DelayEndTime = _gameTiming.CurTime;
Dirty(ent);
}
/// <summary>
/// Resets the UseDelay entirely for this entity if possible.
/// </summary>
/// <param name="checkDelayed">Check if the entity has an ongoing delay, return false if it does, return true if it does not.</param>
public bool TryResetDelay(Entity<UseDelayComponent> ent, bool checkDelayed = false)
{
if (checkDelayed && IsDelayed(ent))
return false;
DebugTools.Assert(!_activeDelays.Contains(component));
_activeDelays.Add(component);
var currentTime = _gameTiming.CurTime;
component.LastUseTime = currentTime;
component.DelayEndTime = currentTime + component.Delay;
Dirty(uid, component);
var cooldown = EnsureComp<ItemCooldownComponent>(uid);
cooldown.CooldownStart = currentTime;
cooldown.CooldownEnd = component.DelayEndTime;
var curTime = _gameTiming.CurTime;
ent.Comp.DelayStartTime = curTime;
ent.Comp.DelayEndTime = curTime - _metadata.GetPauseTime(ent) + ent.Comp.Delay;
Dirty(ent);
return true;
}
public bool ActiveDelay(EntityUid uid, UseDelayComponent? component = null)
{
return Resolve(uid, ref component, false) && component.ActiveDelay;
}
public void Cancel(UseDelayComponent component)
{
component.DelayEndTime = null;
_activeDelays.Remove(component);
Dirty(component);
if (TryComp<ItemCooldownComponent>(component.Owner, out var cooldown))
{
cooldown.CooldownEnd = _gameTiming.CurTime;
}
}
}