Revert "Actions Rework" (#6888)
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74
Content.Shared/Actions/SharedActionSystem.cs
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74
Content.Shared/Actions/SharedActionSystem.cs
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using Content.Shared.Actions.Components;
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using Content.Shared.Hands;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Shared.Actions
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{
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/// <summary>
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/// Evicts action states with expired cooldowns.
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/// </summary>
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public sealed class SharedActionSystem : EntitySystem
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{
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private const float CooldownCheckIntervalSeconds = 10;
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private float _timeSinceCooldownCheck;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<ItemActionsComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<ItemActionsComponent, EquippedHandEvent>(OnHandEquipped);
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SubscribeLocalEvent<ItemActionsComponent, UnequippedHandEvent>((uid, comp, _) => OnUnequipped(uid, comp));
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SubscribeLocalEvent<ItemActionsComponent, GotUnequippedEvent>((uid, comp, _) => OnUnequipped(uid, comp));
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}
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private void OnGotEquipped(EntityUid uid, ItemActionsComponent component, GotEquippedEvent args)
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{
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if (!TryComp(args.Equipee, out SharedActionsComponent? actionsComponent))
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return;
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component.Holder = args.Equipee;
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component.HolderActionsComponent = actionsComponent;
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component.IsEquipped = true;
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component.GrantOrUpdateAllToHolder();
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}
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private void OnHandEquipped(EntityUid uid, ItemActionsComponent component, EquippedHandEvent args)
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{
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if (!TryComp(args.User, out SharedActionsComponent? actionsComponent))
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return;
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component.Holder = args.User;
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component.HolderActionsComponent = actionsComponent;
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component.IsEquipped = true;
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component.InHand = args.Hand;
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component.GrantOrUpdateAllToHolder();
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}
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private void OnUnequipped(EntityUid uid, ItemActionsComponent component)
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{
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component.RevokeAllFromHolder();
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component.Holder = null;
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component.HolderActionsComponent = null;
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component.IsEquipped = false;
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component.InHand = null;
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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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_timeSinceCooldownCheck += frameTime;
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if (_timeSinceCooldownCheck < CooldownCheckIntervalSeconds) return;
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foreach (var comp in EntityManager.EntityQuery<SharedActionsComponent>(false))
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{
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comp.ExpireCooldowns();
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}
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_timeSinceCooldownCheck -= CooldownCheckIntervalSeconds;
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}
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}
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}
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