Add cooldown to window knocking (#3224)

This commit is contained in:
DrSmugleaf
2021-02-16 02:56:46 +01:00
committed by GitHub
parent f9429da269
commit ae5f971fc3

View File

@@ -11,8 +11,12 @@ using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
@@ -20,6 +24,22 @@ namespace Content.Server.GameObjects.Components
[ComponentReference(typeof(SharedWindowComponent))]
public class WindowComponent : SharedWindowComponent, IExamine, IInteractHand
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _lastKnockTime;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _knockDelay;
[ViewVariables(VVAccess.ReadWrite)] private bool _rateLimitedKnocking;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _knockDelay, "knockDelay", TimeSpan.FromSeconds(0.5));
serializer.DataField(ref _rateLimitedKnocking, "rateLimitedKnocking", true);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
@@ -108,9 +128,17 @@ namespace Content.Server.GameObjects.Components
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
if (_rateLimitedKnocking && _gameTiming.CurTime < _lastKnockTime + _knockDelay)
{
return false;
}
EntitySystem.Get<AudioSystem>()
.PlayAtCoords("/Audio/Effects/glass_knock.ogg", eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
eventArgs.Target.PopupMessageEveryone(Loc.GetString("*knock knock*"));
_lastKnockTime = _gameTiming.CurTime;
return true;
}
}