Action charges refactor (#33993)

* Action charges refactor

- Fixes the slight godmoding of baseactioncomponent.
- Gets back 1ms of server time.

* chorg

* Remove FrameUpdate

* Fixes

* More fixes

* Combine

* Fixes

* Updates

* weh

* Last fixes

* weh

* Fix naughty

* YAML fixes

* This one too

* Merge conflicts

* This thing

* Review

* Fix this as well

* Icon fix

* weh

* Review

* Review

* seamless

* Review
This commit is contained in:
metalgearsloth
2025-04-18 13:45:48 +10:00
committed by GitHub
parent 424f153142
commit 7d2ef2bd47
30 changed files with 366 additions and 399 deletions

View File

@@ -1,103 +1,232 @@
using Content.Shared.Actions.Events;
using Content.Shared.Charges.Components;
using Content.Shared.Examine;
using JetBrains.Annotations;
using Robust.Shared.Timing;
namespace Content.Shared.Charges.Systems;
public abstract class SharedChargesSystem : EntitySystem
{
protected EntityQuery<LimitedChargesComponent> Query;
[Dependency] protected readonly IGameTiming _timing = default!;
/*
* Despite what a bunch of systems do you don't need to continuously tick linear number updates and can just derive it easily.
*/
public override void Initialize()
{
base.Initialize();
Query = GetEntityQuery<LimitedChargesComponent>();
SubscribeLocalEvent<LimitedChargesComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<LimitedChargesComponent, ActionAttemptEvent>(OnChargesAttempt);
SubscribeLocalEvent<LimitedChargesComponent, MapInitEvent>(OnChargesMapInit);
SubscribeLocalEvent<LimitedChargesComponent, ActionPerformedEvent>(OnChargesPerformed);
}
protected virtual void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
private void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
using (args.PushGroup(nameof(LimitedChargesComponent)))
var rechargeEnt = new Entity<LimitedChargesComponent?, AutoRechargeComponent?>(uid, comp, null);
var charges = GetCurrentCharges(rechargeEnt);
using var _ = args.PushGroup(nameof(LimitedChargesComponent));
args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", charges)));
if (charges == comp.MaxCharges)
{
args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", comp.Charges)));
if (comp.Charges == comp.MaxCharges)
{
args.PushMarkup(Loc.GetString("limited-charges-max-charges"));
}
args.PushMarkup(Loc.GetString("limited-charges-max-charges"));
}
// only show the recharging info if it's not full
if (charges == comp.MaxCharges || !TryComp<AutoRechargeComponent>(uid, out var recharge))
return;
rechargeEnt.Comp2 = recharge;
var timeRemaining = GetNextRechargeTime(rechargeEnt);
args.PushMarkup(Loc.GetString("limited-charges-recharging", ("seconds", timeRemaining.TotalSeconds.ToString("F1"))));
}
private void OnChargesAttempt(Entity<LimitedChargesComponent> ent, ref ActionAttemptEvent args)
{
if (args.Cancelled)
return;
var charges = GetCurrentCharges((ent.Owner, ent.Comp, null));
if (charges <= 0)
{
args.Cancelled = true;
}
}
/// <summary>
/// Tries to add a number of charges. If it over or underflows it will be clamped, wasting the extra charges.
/// </summary>
public virtual void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null)
private void OnChargesPerformed(Entity<LimitedChargesComponent> ent, ref ActionPerformedEvent args)
{
if (!Query.Resolve(uid, ref comp, false))
AddCharges((ent.Owner, ent.Comp), -1);
}
private void OnChargesMapInit(Entity<LimitedChargesComponent> ent, ref MapInitEvent args)
{
// If nothing specified use max.
if (ent.Comp.LastCharges == 0)
{
ent.Comp.LastCharges = ent.Comp.MaxCharges;
}
// If -1 used then we don't want any.
else if (ent.Comp.LastCharges < 0)
{
ent.Comp.LastCharges = 0;
}
ent.Comp.LastUpdate = _timing.CurTime;
Dirty(ent);
}
[Pure]
public bool HasCharges(Entity<LimitedChargesComponent?> action, int charges)
{
var current = GetCurrentCharges(action);
return current >= charges;
}
/// <summary>
/// Adds the specified charges. Does not reset the accumulator.
/// </summary>
public void AddCharges(Entity<LimitedChargesComponent?> action, int addCharges)
{
if (addCharges == 0)
return;
var old = comp.Charges;
comp.Charges = Math.Clamp(comp.Charges + change, 0, comp.MaxCharges);
if (comp.Charges != old)
Dirty(uid, comp);
action.Comp ??= EnsureComp<LimitedChargesComponent>(action.Owner);
// 1. If we're going FROM max then set lastupdate to now (so it doesn't instantly recharge).
// 2. If we're going TO max then also set lastupdate to now.
// 3. Otherwise don't modify it.
// No idea if we go to 0 but future problem.
var lastCharges = GetCurrentCharges(action);
var charges = lastCharges + addCharges;
if (lastCharges == charges)
return;
if (charges == action.Comp.MaxCharges || lastCharges == action.Comp.MaxCharges)
{
action.Comp.LastUpdate = _timing.CurTime;
}
action.Comp.LastCharges = Math.Clamp(action.Comp.LastCharges + addCharges, 0, action.Comp.MaxCharges);
Dirty(action);
}
/// <summary>
/// Gets the limited charges component and returns true if there are no charges. Will return false if there is no limited charges component.
/// </summary>
public bool IsEmpty(EntityUid uid, LimitedChargesComponent? comp = null)
public bool TryUseCharge(Entity<LimitedChargesComponent?> entity)
{
// can't be empty if there are no limited charges
if (!Query.Resolve(uid, ref comp, false))
return TryUseCharges(entity, 1);
}
public bool TryUseCharges(Entity<LimitedChargesComponent?> entity, int amount)
{
var current = GetCurrentCharges(entity);
if (current < amount)
{
return false;
}
return comp.Charges <= 0;
}
/// <summary>
/// Uses a single charge. Must check IsEmpty beforehand to prevent using with 0 charge.
/// </summary>
public void UseCharge(EntityUid uid, LimitedChargesComponent? comp = null)
{
AddCharges(uid, -1, comp);
}
/// <summary>
/// Checks IsEmpty and uses a charge if it isn't empty.
/// </summary>
public bool TryUseCharge(Entity<LimitedChargesComponent?> ent)
{
if (!Query.Resolve(ent, ref ent.Comp, false))
return true;
if (IsEmpty(ent, ent.Comp))
return false;
UseCharge(ent, ent.Comp);
AddCharges(entity, -amount);
return true;
}
/// <summary>
/// Gets the limited charges component and returns true if the number of charges remaining is less than the specified value.
/// Will return false if there is no limited charges component.
/// </summary>
public bool HasInsufficientCharges(EntityUid uid, int requiredCharges, LimitedChargesComponent? comp = null)
[Pure]
public bool IsEmpty(Entity<LimitedChargesComponent?> entity)
{
// can't be empty if there are no limited charges
if (!Resolve(uid, ref comp, false))
return false;
return comp.Charges < requiredCharges;
return GetCurrentCharges(entity) == 0;
}
/// <summary>
/// Uses up a specified number of charges. Must check HasInsufficentCharges beforehand to prevent using with insufficient remaining charges.
/// Resets action charges to MaxCharges.
/// </summary>
public virtual void UseCharges(EntityUid uid, int chargesUsed, LimitedChargesComponent? comp = null)
public void ResetCharges(Entity<LimitedChargesComponent?> action)
{
AddCharges(uid, -chargesUsed, comp);
if (!Resolve(action.Owner, ref action.Comp, false))
return;
var charges = GetCurrentCharges((action.Owner, action.Comp, null));
if (charges == action.Comp.MaxCharges)
return;
action.Comp.LastCharges = action.Comp.MaxCharges;
action.Comp.LastUpdate = _timing.CurTime;
Dirty(action);
}
public void SetCharges(Entity<LimitedChargesComponent?> action, int value)
{
action.Comp ??= EnsureComp<LimitedChargesComponent>(action.Owner);
var adjusted = Math.Clamp(value, 0, action.Comp.MaxCharges);
if (action.Comp.LastCharges == adjusted)
{
return;
}
action.Comp.LastCharges = adjusted;
action.Comp.LastUpdate = _timing.CurTime;
Dirty(action);
}
/// <summary>
/// The next time a charge will be considered to be filled.
/// </summary>
/// <returns>0 timespan if invalid or no charges to generate.</returns>
[Pure]
public TimeSpan GetNextRechargeTime(Entity<LimitedChargesComponent?, AutoRechargeComponent?> entity)
{
if (!Resolve(entity.Owner, ref entity.Comp1, ref entity.Comp2, false))
{
return TimeSpan.Zero;
}
// Okay so essentially we need to get recharge time to full, then modulus that by the recharge timer which should be the next tick.
var fullTime = ((entity.Comp1.MaxCharges - entity.Comp1.LastCharges) * entity.Comp2.RechargeDuration) + entity.Comp1.LastUpdate;
var timeRemaining = fullTime - _timing.CurTime;
if (timeRemaining < TimeSpan.Zero)
{
return TimeSpan.Zero;
}
var nextChargeTime = timeRemaining.TotalSeconds % entity.Comp2.RechargeDuration.TotalSeconds;
return TimeSpan.FromSeconds(nextChargeTime);
}
/// <summary>
/// Derives the current charges of an entity.
/// </summary>
[Pure]
public int GetCurrentCharges(Entity<LimitedChargesComponent?, AutoRechargeComponent?> entity)
{
if (!Resolve(entity.Owner, ref entity.Comp1, false))
{
// I'm all in favor of nullable ints however null-checking return args against comp nullability is dodgy
// so we get this.
return -1;
}
var calculated = 0;
if (Resolve(entity.Owner, ref entity.Comp2, false) && entity.Comp2.RechargeDuration.TotalSeconds != 0.0)
{
calculated = (int)((_timing.CurTime - entity.Comp1.LastUpdate).TotalSeconds / entity.Comp2.RechargeDuration.TotalSeconds);
}
return Math.Clamp(entity.Comp1.LastCharges + calculated,
0,
entity.Comp1.MaxCharges);
}
}