Predict general interactions. (#6856)
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138
Content.Shared/Timing/UseDelaySystem.cs
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138
Content.Shared/Timing/UseDelaySystem.cs
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using System.Threading;
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using Content.Shared.Cooldown;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Timing;
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public sealed class UseDelaySystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private HashSet<UseDelayComponent> _activeDelays = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<UseDelayComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<UseDelayComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<UseDelayComponent, EntityPausedEvent>(OnPaused);
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}
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private void OnPaused(EntityUid uid, UseDelayComponent component, EntityPausedEvent args)
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{
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if (args.Paused)
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{
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// This entity just got paused, but wasn't before
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if (component.DelayEndTime != null)
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component.RemainingDelay = _gameTiming.CurTime - component.DelayEndTime;
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_activeDelays.Remove(component);
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}
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else if (component.RemainingDelay == null)
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{
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// Got unpaused, but had no active delay
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return;
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}
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// We got unpaused, resume the delay/cooldown. Currently this takes for granted that ItemCooldownComponent
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// handles the pausing on its own. I'm not even gonna check, because I CBF fixing it if it doesn't.
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component.DelayEndTime = _gameTiming.CurTime + component.RemainingDelay;
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Dirty(component);
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_activeDelays.Add(component);
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}
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private void OnHandleState(EntityUid uid, UseDelayComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not UseDelayComponentState state)
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return;
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component.LastUseTime = state.LastUseTime;
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component.Delay = state.Delay;
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component.DelayEndTime = state.DelayEndTime;
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if (component.DelayEndTime == null)
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_activeDelays.Remove(component);
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else
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_activeDelays.Add(component);
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}
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private void OnGetState(EntityUid uid, UseDelayComponent component, ref ComponentGetState args)
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{
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args.State = new UseDelayComponentState(component.LastUseTime, component.Delay, component.DelayEndTime);
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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 toRemove = new RemQueue<UseDelayComponent>();
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var curTime = _gameTiming.CurTime;
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var mQuery = EntityManager.GetEntityQuery<MetaDataComponent>();
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foreach (var delay in _activeDelays)
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{
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if (curTime > delay.DelayEndTime
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|| !mQuery.TryGetComponent(delay.Owner, out var meta)
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|| meta.Deleted
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|| delay.CancellationTokenSource?.Token.IsCancellationRequested == true)
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{
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toRemove.Add(delay);
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}
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}
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foreach (var delay in toRemove)
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{
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delay.CancellationTokenSource = null;
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delay.DelayEndTime = null;
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_activeDelays.Remove(delay);
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}
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}
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public void BeginDelay(EntityUid uid, UseDelayComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (component.ActiveDelay || Deleted(uid)) return;
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component.CancellationTokenSource = new CancellationTokenSource();
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DebugTools.Assert(!_activeDelays.Contains(component));
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_activeDelays.Add(component);
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var currentTime = _gameTiming.CurTime;
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component.LastUseTime = currentTime;
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component.DelayEndTime = currentTime + component.Delay;
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Dirty(component);
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// TODO just merge these components?
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var cooldown = EnsureComp<ItemCooldownComponent>(component.Owner);
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cooldown.CooldownStart = currentTime;
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cooldown.CooldownEnd = component.DelayEndTime;
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}
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public void Cancel(UseDelayComponent component)
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{
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component.CancellationTokenSource?.Cancel();
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component.CancellationTokenSource = null;
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component.DelayEndTime = null;
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_activeDelays.Remove(component);
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Dirty(component);
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if (TryComp<ItemCooldownComponent>(component.Owner, out var cooldown))
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{
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cooldown.CooldownEnd = _gameTiming.CurTime;
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}
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}
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public void Restart(UseDelayComponent component)
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{
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component.CancellationTokenSource?.Cancel();
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component.CancellationTokenSource = null;
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BeginDelay(component.Owner, component);
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}
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}
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