Move TimedDespawn to engine (#20515)

This commit is contained in:
metalgearsloth
2023-09-30 14:35:32 +10:00
committed by GitHub
parent 4a884cda6c
commit 3a196a1d09
21 changed files with 35 additions and 120 deletions

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@@ -1,9 +1,10 @@
using System.Numerics;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Map;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Animations
{

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@@ -1,5 +1,5 @@
using Content.Shared.Smoking;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Network;

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@@ -23,6 +23,9 @@
<ProjectReference Include="..\RobustToolbox\Robust.Client\Robust.Client.csproj" />
<ProjectReference Include="..\Content.Shared\Content.Shared.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="Spawners\" />
</ItemGroup>
<Import Project="..\RobustToolbox\MSBuild\Robust.Properties.targets" />
<Import Project="..\RobustToolbox\MSBuild\XamlIL.targets" />
</Project>

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@@ -1,9 +1,10 @@
using Content.Shared.Projectiles;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Projectiles;

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@@ -1,6 +1,6 @@
using System.Numerics;
using Content.Shared.Salvage.Fulton;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
@@ -8,6 +8,7 @@ using Robust.Client.Graphics;
using Robust.Shared.Animations;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Salvage;

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@@ -1,11 +0,0 @@
using Content.Shared.Spawners.EntitySystems;
namespace Content.Client.Spawners;
public sealed class TimedDespawnSystem : SharedTimedDespawnSystem
{
protected override bool CanDelete(EntityUid uid)
{
return IsClientSide(uid);
}
}

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@@ -3,7 +3,7 @@ using Content.Client.Items;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Camera;
using Content.Shared.CombatMode;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
@@ -19,6 +19,7 @@ using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Weapons.Ranged.Systems;

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@@ -6,7 +6,7 @@ using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Content.Shared.Physics;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Map;
@@ -15,6 +15,7 @@ using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Chemistry.EntitySystems
{

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@@ -9,7 +9,7 @@ using Content.Shared.Maps;
using Content.Shared.Mind.Components;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Tag;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
@@ -18,6 +18,7 @@ using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Explosion.EntitySystems;

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@@ -14,12 +14,13 @@ using Content.Shared.Coordinates.Helpers;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Smoking;
using Content.Shared.Spawners;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Fluids.EntitySystems;

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@@ -16,7 +16,7 @@ using Content.Shared.Magic;
using Content.Shared.Magic.Events;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Storage;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;

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@@ -13,7 +13,7 @@ using Content.Shared.CCVar;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles.Components;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Content.Shared.Tiles;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
@@ -22,6 +22,7 @@ using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Shuttles.Systems;

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@@ -12,6 +12,7 @@ public sealed class SpawnerSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<TimedSpawnerComponent, ComponentInit>(OnSpawnerInit);
SubscribeLocalEvent<TimedSpawnerComponent, ComponentShutdown>(OnTimedSpawnerShutdown);
}
private void OnSpawnerInit(EntityUid uid, TimedSpawnerComponent component, ComponentInit args)
@@ -35,4 +36,9 @@ public sealed class SpawnerSystem : EntitySystem
Spawn(entity, coordinates);
}
}
private void OnTimedSpawnerShutdown(EntityUid uid, TimedSpawnerComponent component, ComponentShutdown args)
{
component.TokenSource?.Cancel();
}
}

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@@ -1,23 +0,0 @@
using Content.Server.Spawners.Components;
using Content.Shared.Spawners.EntitySystems;
namespace Content.Server.Spawners.EntitySystems;
public sealed class TimedDespawnSystem : SharedTimedDespawnSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TimedSpawnerComponent, ComponentShutdown>(OnTimedSpawnerShutdown);
}
private void OnTimedSpawnerShutdown(EntityUid uid, TimedSpawnerComponent component, ComponentShutdown args)
{
component.TokenSource?.Cancel();
}
protected override bool CanDelete(EntityUid uid)
{
return true;
}
}

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@@ -3,8 +3,9 @@ using Content.Server.GameTicking.Rules.Components;
using Content.Server.ImmovableRod;
using Content.Server.StationEvents.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Prototypes;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.StationEvents.Events;

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@@ -1,10 +1,11 @@
using System.Numerics;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.StationEvents.Events
{

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@@ -1,5 +1,4 @@
using Content.Shared.Radiation.Systems;
using Content.Shared.Spawners.Components;
namespace Content.Shared.Radiation.Components;
@@ -18,7 +17,7 @@ public sealed partial class RadiationPulseComponent : Component
/// <summary>
/// How long will animation play in seconds.
/// Can be overridden by <see cref="TimedDespawnComponent"/>.
/// Can be overridden by <see cref="Robust.Shared.Spawners.TimedDespawnComponent"/>.
/// </summary>
public float VisualDuration = 2f;

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@@ -1,5 +1,5 @@
using Content.Shared.Radiation.Components;
using Content.Shared.Spawners.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
namespace Content.Shared.Radiation.Systems;
@@ -25,7 +25,7 @@ public sealed class RadiationPulseSystem : EntitySystem
}
// try to get radiation range or keep default visual range
if (TryComp<RadiationSourceComponent>(uid, out var radSource))
{
{
component.VisualRange = radSource.Intensity / radSource.Slope;
}
}

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@@ -1,16 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Spawners.Components;
/// <summary>
/// Put this component on something you would like to despawn after a certain amount of time
/// </summary>
[RegisterComponent]
public sealed partial class TimedDespawnComponent : Component
{
/// <summary>
/// How long the entity will exist before despawning
/// </summary>
[DataField("lifetime")]
public float Lifetime = 5f;
}

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@@ -1,46 +0,0 @@
using Content.Shared.Spawners.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Spawners.EntitySystems;
public abstract class SharedTimedDespawnSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// AAAAAAAAAAAAAAAAAAAAAAAAAAA
// Client both needs to predict this, but also can't properly handle prediction resetting.
if (!_timing.IsFirstTimePredicted)
return;
var query = EntityQueryEnumerator<TimedDespawnComponent>();
while (query.MoveNext(out var uid, out var comp))
{
comp.Lifetime -= frameTime;
if (!CanDelete(uid))
continue;
if (comp.Lifetime <= 0)
{
var ev = new TimedDespawnEvent();
RaiseLocalEvent(uid, ref ev);
QueueDel(uid);
}
}
}
protected abstract bool CanDelete(EntityUid uid);
}

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@@ -1,7 +0,0 @@
namespace Content.Shared.Spawners;
/// <summary>
/// Raised directed on an entity when its timed despawn is over.
/// </summary>
[ByRefEvent]
public readonly record struct TimedDespawnEvent;