Add clearer defib cooldowns! (#31251)

* First commit

* Fix silly test

* Swiched stuff up

* Update Content.Shared/Medical/DefibrillatorComponent.cs

* remove unneeded visuals

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
beck-thompson
2024-12-20 13:26:56 -08:00
committed by GitHub
parent 0e850ab370
commit a0a405768a
6 changed files with 20 additions and 52 deletions

View File

@@ -23,7 +23,6 @@ using Content.Shared.Timing;
using Content.Shared.Toggleable; using Content.Shared.Toggleable;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Medical; namespace Content.Server.Medical;
@@ -32,7 +31,6 @@ namespace Content.Server.Medical;
/// </summary> /// </summary>
public sealed class DefibrillatorSystem : EntitySystem public sealed class DefibrillatorSystem : EntitySystem
{ {
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ChatSystem _chatManager = default!; [Dependency] private readonly ChatSystem _chatManager = default!;
[Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!; [Dependency] private readonly DoAfterSystem _doAfter = default!;
@@ -44,9 +42,9 @@ public sealed class DefibrillatorSystem : EntitySystem
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!; [Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly PopupSystem _popup = default!; [Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!; [Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
/// <inheritdoc/> /// <inheritdoc/>
public override void Initialize() public override void Initialize()
@@ -59,6 +57,7 @@ public sealed class DefibrillatorSystem : EntitySystem
{ {
if (args.Handled || args.Target is not { } target) if (args.Handled || args.Target is not { } target)
return; return;
args.Handled = TryStartZap(uid, target, args.User, component); args.Handled = TryStartZap(uid, target, args.User, component);
} }
@@ -102,7 +101,7 @@ public sealed class DefibrillatorSystem : EntitySystem
return false; return false;
} }
if (_timing.CurTime < component.NextZapTime) if (!TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay), component.DelayId))
return false; return false;
if (!TryComp<MobStateComponent>(target, out var mobState)) if (!TryComp<MobStateComponent>(target, out var mobState))
@@ -181,8 +180,10 @@ public sealed class DefibrillatorSystem : EntitySystem
_audio.PlayPvs(component.ZapSound, uid); _audio.PlayPvs(component.ZapSound, uid);
_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true); _electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
component.NextZapTime = _timing.CurTime + component.ZapDelay; if (!TryComp<UseDelayComponent>(uid, out var useDelay))
_appearance.SetData(uid, DefibrillatorVisuals.Ready, false); return;
_useDelay.SetLength((uid, useDelay), component.ZapDelay, component.DelayId);
_useDelay.TryResetDelay((uid, useDelay), id: component.DelayId);
ICommonSession? session = null; ICommonSession? session = null;
@@ -240,20 +241,4 @@ public sealed class DefibrillatorSystem : EntitySystem
var ev = new TargetDefibrillatedEvent(user, (uid, component)); var ev = new TargetDefibrillatedEvent(user, (uid, component));
RaiseLocalEvent(target, ref ev); RaiseLocalEvent(target, ref ev);
} }
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DefibrillatorComponent>();
while (query.MoveNext(out var uid, out var defib))
{
if (defib.NextZapTime == null || _timing.CurTime < defib.NextZapTime)
continue;
_audio.PlayPvs(defib.ReadySound, uid);
_appearance.SetData(uid, DefibrillatorVisuals.Ready, true);
defib.NextZapTime = null;
}
}
} }

View File

@@ -12,22 +12,9 @@ namespace Content.Shared.Medical;
/// person back into the world of the living. /// person back into the world of the living.
/// Uses <c>ItemToggleComponent</c> /// Uses <c>ItemToggleComponent</c>
/// </summary> /// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause] [RegisterComponent, NetworkedComponent]
public sealed partial class DefibrillatorComponent : Component public sealed partial class DefibrillatorComponent : Component
{ {
/// <summary>
/// The time at which the zap cooldown will be completed
/// </summary>
[DataField("nextZapTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan? NextZapTime;
/// <summary>
/// The minimum time between zaps
/// </summary>
[DataField("zapDelay"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
/// <summary> /// <summary>
/// How much damage is healed from getting zapped. /// How much damage is healed from getting zapped.
/// </summary> /// </summary>
@@ -46,6 +33,18 @@ public sealed partial class DefibrillatorComponent : Component
[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)] [DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan WritheDuration = TimeSpan.FromSeconds(3); public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
/// <summary>
/// ID of the cooldown use delay.
/// </summary>
[DataField]
public string DelayId = "defib-delay";
/// <summary>
/// Cooldown after using the defibrillator.
/// </summary>
[DataField]
public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
/// <summary> /// <summary>
/// How long the doafter for zapping someone takes /// How long the doafter for zapping someone takes
/// </summary> /// </summary>
@@ -80,12 +79,6 @@ public sealed partial class DefibrillatorComponent : Component
public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg"); public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
} }
[Serializable, NetSerializable]
public enum DefibrillatorVisuals : byte
{
Ready
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
{ {

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@@ -13,9 +13,6 @@
map: [ "enum.ToggleVisuals.Layer" ] map: [ "enum.ToggleVisuals.Layer" ]
visible: false visible: false
shader: unshaded shader: unshaded
- state: ready
map: ["enum.PowerDeviceVisualLayers.Powered"]
shader: unshaded
- type: Appearance - type: Appearance
- type: GenericVisualizer - type: GenericVisualizer
visuals: visuals:
@@ -23,10 +20,6 @@
enum.ToggleVisuals.Layer: enum.ToggleVisuals.Layer:
True: { visible: true } True: { visible: true }
False: { visible: false } False: { visible: false }
enum.DefibrillatorVisuals.Ready:
enum.PowerDeviceVisualLayers.Powered:
True: { visible: true }
False: { visible: false }
- type: Item - type: Item
size: Large size: Large
- type: Speech - type: Speech

View File

@@ -18,9 +18,6 @@
"name": "inhand-right", "name": "inhand-right",
"directions": 4 "directions": 4
}, },
{
"name": "ready"
},
{ {
"name": "screen" "name": "screen"
} }

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