Give throwing a cooldown (#23311)
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@@ -17,12 +17,14 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Hands.Systems
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{
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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@@ -43,6 +45,7 @@ namespace Content.Server.Hands.Systems
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SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved);
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SubscribeLocalEvent<HandsComponent, ComponentGetState>(GetComponentState);
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SubscribeLocalEvent<HandsComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
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@@ -63,6 +66,11 @@ namespace Content.Server.Hands.Systems
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args.State = new HandsComponentState(hands);
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}
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private void OnUnpaused(Entity<HandsComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextThrowTime += args.PausedTime;
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}
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private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
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{
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foreach (var hand in ent.Comp.Hands.Values)
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@@ -172,6 +180,10 @@ namespace Content.Server.Hands.Systems
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!_actionBlockerSystem.CanThrow(player, throwEnt))
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return false;
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if (_timing.CurTime < hands.NextThrowTime)
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return false;
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hands.NextThrowTime = _timing.CurTime + hands.ThrowCooldown;
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if (EntityManager.TryGetComponent(throwEnt, out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
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{
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var splitStack = _stackSystem.Split(throwEnt, 1, EntityManager.GetComponent<TransformComponent>(player).Coordinates, stack);
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@@ -201,7 +213,7 @@ namespace Content.Server.Hands.Systems
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return true;
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// This can grief the above event so we raise it afterwards
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if (!TryDrop(player, throwEnt, handsComp: hands))
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if (IsHolding(player, throwEnt, out _, hands) && !TryDrop(player, throwEnt, handsComp: hands))
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return false;
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_throwingSystem.TryThrow(ev.ItemUid, ev.Direction, ev.ThrowStrength, ev.PlayerUid);
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@@ -57,6 +57,18 @@ public sealed partial class HandsComponent : Component
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/// Used by the client.
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/// </summary>
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public readonly Dictionary<HandLocation, HashSet<string>> RevealedLayers = new();
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/// <summary>
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/// The time at which throws will be allowed again.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextThrowTime;
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/// <summary>
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/// The minimum time inbetween throws.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
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}
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[Serializable, NetSerializable]
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