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

@@ -22,6 +22,7 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
[Dependency] private readonly IPlayerManager _player = default!;
[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
[UISystemDependency] private readonly UseDelaySystem _useDelay = default!;
private readonly List<HandsContainer> _handsContainers = new();
private readonly Dictionary<string, int> _handContainerIndices = new();
@@ -450,15 +451,15 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
foreach (var hand in container.GetButtons())
{
if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay) ||
useDelay is not { DelayStartTime: var start, DelayEndTime: var end })
if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay))
{
hand.CooldownDisplay.Visible = false;
continue;
}
var delay = _useDelay.GetLastEndingDelay((hand.Entity.Value, useDelay));
hand.CooldownDisplay.Visible = true;
hand.CooldownDisplay.FromTime(start, end);
hand.CooldownDisplay.FromTime(delay.StartTime, delay.EndTime);
}
}
}

View File

@@ -144,7 +144,7 @@ public sealed class SpraySystem : EntitySystem
_audio.PlayPvs(entity.Comp.SpraySound, entity, entity.Comp.SpraySound.Params.WithVariation(0.125f));
_useDelay.SetDelay((entity, useDelay), TimeSpan.FromSeconds(cooldownTime));
_useDelay.SetLength((entity, useDelay), TimeSpan.FromSeconds(cooldownTime));
_useDelay.TryResetDelay((entity, useDelay));
}
}

View File

@@ -24,7 +24,8 @@ public sealed partial class StorageSystem : SharedStorageSystem
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
private const string OpenUiUseDelayID = "storage";
public override void Initialize()
{
@@ -39,6 +40,14 @@ public sealed partial class StorageSystem : SharedStorageSystem
SubscribeLocalEvent<StorageFillComponent, MapInitEvent>(OnStorageFillMapInit);
}
protected override void OnMapInit(Entity<StorageComponent> entity, ref MapInitEvent args)
{
base.OnMapInit(entity, ref args);
if (TryComp<UseDelayComponent>(entity, out var useDelay))
UseDelay.SetLength((entity, useDelay), entity.Comp.OpenUiCooldown, OpenUiUseDelayID);
}
private void AddUiVerb(EntityUid uid, StorageComponent component, GetVerbsEvent<ActivationVerb> args)
{
var silent = false;
@@ -120,13 +129,13 @@ public sealed partial class StorageSystem : SharedStorageSystem
return;
// prevent spamming bag open / honkerton honk sound
silent |= TryComp<UseDelayComponent>(uid, out var useDelay) && _useDelay.IsDelayed((uid, useDelay));
silent |= TryComp<UseDelayComponent>(uid, out var useDelay) && UseDelay.IsDelayed((uid, useDelay), OpenUiUseDelayID);
if (!silent)
{
if (!storageComp.IsUiOpen)
_audio.PlayPvs(storageComp.StorageOpenSound, uid);
if (useDelay != null)
_useDelay.TryResetDelay((uid, useDelay));
UseDelay.TryResetDelay((uid, useDelay), id: OpenUiUseDelayID);
}
Log.Debug($"Storage (UID {uid}) \"used\" by player session (UID {player.PlayerSession.AttachedEntity}).");

View File

@@ -72,6 +72,8 @@ public abstract class SharedStorageSystem : EntitySystem
private readonly List<ItemSizePrototype> _sortedSizes = new();
private FrozenDictionary<string, ItemSizePrototype> _nextSmallest = FrozenDictionary<string, ItemSizePrototype>.Empty;
private const string QuickInsertUseDelayID = "quickInsert";
protected readonly List<string> CantFillReasons = [];
/// <inheritdoc />
@@ -84,6 +86,7 @@ public abstract class SharedStorageSystem : EntitySystem
_xformQuery = GetEntityQuery<TransformComponent>();
_prototype.PrototypesReloaded += OnPrototypesReloaded;
SubscribeLocalEvent<StorageComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<StorageComponent, ComponentGetState>(OnStorageGetState);
SubscribeLocalEvent<StorageComponent, ComponentHandleState>(OnStorageHandleState);
SubscribeLocalEvent<StorageComponent, ComponentInit>(OnComponentInit, before: new[] { typeof(SharedContainerSystem) });
@@ -118,6 +121,12 @@ public abstract class SharedStorageSystem : EntitySystem
UpdatePrototypeCache();
}
protected virtual void OnMapInit(Entity<StorageComponent> entity, ref MapInitEvent args)
{
if (TryComp<UseDelayComponent>(entity, out var useDelayComp))
UseDelay.SetLength((entity, useDelayComp), entity.Comp.QuickInsertCooldown, QuickInsertUseDelayID);
}
private void OnStorageGetState(EntityUid uid, StorageComponent component, ref ComponentGetState args)
{
var storedItems = new Dictionary<NetEntity, ItemStorageLocation>();
@@ -275,7 +284,7 @@ public abstract class SharedStorageSystem : EntitySystem
/// <returns></returns>
private void AfterInteract(EntityUid uid, StorageComponent storageComp, AfterInteractEvent args)
{
if (args.Handled || !args.CanReach || !UseDelay.TryResetDelay(uid, checkDelayed: true))
if (args.Handled || !args.CanReach || !UseDelay.TryResetDelay(uid, checkDelayed: true, id: QuickInsertUseDelayID))
return;
// Pick up all entities in a radius around the clicked location.

View File

@@ -57,6 +57,19 @@ namespace Content.Shared.Storage
[DataField]
public bool QuickInsert; // Can insert storables by clicking them with the storage entity
/// <summary>
/// Minimum delay between quick/area insert actions.
/// </summary>
/// <remarks>Used to prevent autoclickers spamming server with individual pickup actions.</remarks>
public TimeSpan QuickInsertCooldown = TimeSpan.FromSeconds(0.5);
/// <summary>
/// Minimum delay between UI open actions.
/// <remarks>Used to spamming opening sounds.</remarks>
/// </summary>
[DataField]
public TimeSpan OpenUiCooldown = TimeSpan.Zero;
[DataField]
public bool ClickInsert = true; // Can insert stuff by clicking the storage entity with it

View File

@@ -1,38 +1,47 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization;
namespace Content.Shared.Timing;
/// <summary>
/// Timer that creates a cooldown each time an object is activated/used
/// Timer that creates a cooldown each time an object is activated/used.
/// Can support additional, separate cooldown timers on the object by passing a unique ID with the system methods.
/// </summary>
/// <remarks>
/// Currently it only supports a single delay per entity, this means that for things that have two delay interactions they will share one timer, so this can cause issues. For example, the bible has a delay when opening the storage UI and when applying it's interaction effect, and they share the same delay.
/// </remarks>
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(UseDelaySystem))]
public sealed partial class UseDelayComponent : Component
{
/// <summary>
/// When the delay starts.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[AutoPausedField]
public TimeSpan DelayStartTime;
[DataField, AutoNetworkedField]
public Dictionary<string, UseDelayInfo> Delays = [];
/// <summary>
/// When the delay ends.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[AutoPausedField]
public TimeSpan DelayEndTime;
/// <summary>
/// Default delay time
/// Default delay time.
/// </summary>
/// <remarks>
/// This is only used at MapInit and should not be expected
/// to reflect the length of the default delay after that.
/// Use <see cref="UseDelaySystem.TryGetDelayInfo"/> instead.
/// </remarks>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
}
[Serializable, NetSerializable]
[DataDefinition]
public sealed partial class UseDelayInfo
{
[DataField]
public TimeSpan Length { get; set; }
[DataField]
public TimeSpan StartTime { get; set; }
[DataField]
public TimeSpan EndTime { get; set; }
public UseDelayInfo(TimeSpan length, TimeSpan startTime = default, TimeSpan endTime = default)
{
Length = length;
StartTime = startTime;
EndTime = endTime;
}
}

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@@ -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;
entry.Length = length;
}
else
{
ent.Comp.Delays.Add(id, new UseDelayInfo(length));
}
/// <summary>
/// Cancels the current delay.
/// </summary>
public void CancelDelay(Entity<UseDelayComponent> ent)
{
ent.Comp.DelayEndTime = _gameTiming.CurTime;
Dirty(ent);
}
/// <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);
}
}