Expand UseDelay to support multiple delays per entity; fix bible healing and bag pickup (#27234)

* Upgraded UseDelay to support multiple delays per entity

* Implement secondary delay for bibles.
Also some improvements to make it work nicely.

* Documentation is good

* Reserve the previous change; now Storage uses the special ID and Bible uses the default.

* .0

* Added VV support to UseDelayInfo

* Serialize better

* No register, just setlength
This commit is contained in:
Tayrtahn
2024-04-25 22:25:52 -04:00
committed by GitHub
parent 0aee198adf
commit b292905216
7 changed files with 193 additions and 62 deletions

View File

@@ -1,3 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Timing;
namespace Content.Shared.Timing;
@@ -7,53 +8,142 @@ public sealed class UseDelaySystem : EntitySystem
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
public void SetDelay(Entity<UseDelayComponent> ent, TimeSpan delay)
{
if (ent.Comp.Delay == delay)
return;
private const string DefaultId = "default";
ent.Comp.Delay = delay;
Dirty(ent);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UseDelayComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
}
private void OnMapInit(Entity<UseDelayComponent> ent, ref MapInitEvent args)
{
// Set default delay length from the prototype
// This makes it easier for simple use cases that only need a single delay
SetLength(ent, ent.Comp.Delay, DefaultId);
}
private void OnUnpaused(Entity<UseDelayComponent> ent, ref EntityUnpausedEvent args)
{
// We have to do this manually, since it's not just a single field.
foreach (var entry in ent.Comp.Delays.Values)
{
entry.EndTime += args.PausedTime;
}
}
/// <summary>
/// Returns true if the entity has a currently active UseDelay.
/// Sets the length of the delay with the specified ID.
/// </summary>
public bool IsDelayed(Entity<UseDelayComponent> ent)
public bool SetLength(Entity<UseDelayComponent> ent, TimeSpan length, string id = DefaultId)
{
return ent.Comp.DelayEndTime >= _gameTiming.CurTime;
}
if (ent.Comp.Delays.TryGetValue(id, out var entry))
{
if (entry.Length == length)
return true;
/// <summary>
/// Cancels the current delay.
/// </summary>
public void CancelDelay(Entity<UseDelayComponent> ent)
{
ent.Comp.DelayEndTime = _gameTiming.CurTime;
Dirty(ent);
}
entry.Length = length;
}
else
{
ent.Comp.Delays.Add(id, new UseDelayInfo(length));
}
/// <summary>
/// Resets the UseDelay entirely for this entity if possible.
/// </summary>
/// <param name="checkDelayed">Check if the entity has an ongoing delay, return false if it does, return true if it does not.</param>
public bool TryResetDelay(Entity<UseDelayComponent> ent, bool checkDelayed = false)
{
if (checkDelayed && IsDelayed(ent))
return false;
var curTime = _gameTiming.CurTime;
ent.Comp.DelayStartTime = curTime;
ent.Comp.DelayEndTime = curTime - _metadata.GetPauseTime(ent) + ent.Comp.Delay;
Dirty(ent);
return true;
}
public bool TryResetDelay(EntityUid uid, bool checkDelayed = false, UseDelayComponent? component = null)
/// <summary>
/// Returns true if the entity has a currently active UseDelay with the specified ID.
/// </summary>
public bool IsDelayed(Entity<UseDelayComponent> ent, string id = DefaultId)
{
if (!ent.Comp.Delays.TryGetValue(id, out var entry))
return false;
return entry.EndTime >= _gameTiming.CurTime;
}
/// <summary>
/// Cancels the delay with the specified ID.
/// </summary>
public void CancelDelay(Entity<UseDelayComponent> ent, string id = DefaultId)
{
if (!ent.Comp.Delays.TryGetValue(id, out var entry))
return;
entry.EndTime = _gameTiming.CurTime;
Dirty(ent);
}
/// <summary>
/// Tries to get info about the delay with the specified ID. See <see cref="UseDelayInfo"/>.
/// </summary>
/// <param name="ent"></param>
/// <param name="info"></param>
/// <param name="id"></param>
/// <returns></returns>
public bool TryGetDelayInfo(Entity<UseDelayComponent> ent, [NotNullWhen(true)] out UseDelayInfo? info, string id = DefaultId)
{
return ent.Comp.Delays.TryGetValue(id, out info);
}
/// <summary>
/// Returns info for the delay that will end farthest in the future.
/// </summary>
public UseDelayInfo GetLastEndingDelay(Entity<UseDelayComponent> ent)
{
var last = ent.Comp.Delays[DefaultId];
foreach (var entry in ent.Comp.Delays)
{
if (entry.Value.EndTime > last.EndTime)
last = entry.Value;
}
return last;
}
/// <summary>
/// Resets the delay with the specified ID for this entity if possible.
/// </summary>
/// <param name="checkDelayed">Check if the entity has an ongoing delay with the specified ID.
/// If it does, return false and don't reset it.
/// Otherwise reset it and return true.</param>
public bool TryResetDelay(Entity<UseDelayComponent> ent, bool checkDelayed = false, string id = DefaultId)
{
if (checkDelayed && IsDelayed(ent, id))
return false;
if (!ent.Comp.Delays.TryGetValue(id, out var entry))
return false;
var curTime = _gameTiming.CurTime;
entry.StartTime = curTime;
entry.EndTime = curTime - _metadata.GetPauseTime(ent) + entry.Length;
Dirty(ent);
return true;
}
public bool TryResetDelay(EntityUid uid, bool checkDelayed = false, UseDelayComponent? component = null, string id = DefaultId)
{
if (!Resolve(uid, ref component, false))
return false;
return TryResetDelay((uid, component), checkDelayed);
return TryResetDelay((uid, component), checkDelayed, id);
}
/// <summary>
/// Resets all delays on the entity.
/// </summary>
public void ResetAllDelays(Entity<UseDelayComponent> ent)
{
var curTime = _gameTiming.CurTime;
foreach (var entry in ent.Comp.Delays.Values)
{
entry.StartTime = curTime;
entry.EndTime = curTime - _metadata.GetPauseTime(ent) + entry.Length;
}
Dirty(ent);
}
}