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