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:
@@ -22,6 +22,7 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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[Dependency] private readonly IPlayerManager _player = default!;
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[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
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[UISystemDependency] private readonly UseDelaySystem _useDelay = default!;
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private readonly List<HandsContainer> _handsContainers = new();
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private readonly Dictionary<string, int> _handContainerIndices = new();
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@@ -450,15 +451,15 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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foreach (var hand in container.GetButtons())
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{
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if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay) ||
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useDelay is not { DelayStartTime: var start, DelayEndTime: var end })
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if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay))
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{
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hand.CooldownDisplay.Visible = false;
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continue;
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}
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var delay = _useDelay.GetLastEndingDelay((hand.Entity.Value, useDelay));
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hand.CooldownDisplay.Visible = true;
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hand.CooldownDisplay.FromTime(start, end);
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hand.CooldownDisplay.FromTime(delay.StartTime, delay.EndTime);
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}
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}
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}
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@@ -144,7 +144,7 @@ public sealed class SpraySystem : EntitySystem
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_audio.PlayPvs(entity.Comp.SpraySound, entity, entity.Comp.SpraySound.Params.WithVariation(0.125f));
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_useDelay.SetDelay((entity, useDelay), TimeSpan.FromSeconds(cooldownTime));
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_useDelay.SetLength((entity, useDelay), TimeSpan.FromSeconds(cooldownTime));
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_useDelay.TryResetDelay((entity, useDelay));
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}
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}
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@@ -24,7 +24,8 @@ public sealed partial class StorageSystem : SharedStorageSystem
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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private const string OpenUiUseDelayID = "storage";
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public override void Initialize()
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{
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@@ -39,6 +40,14 @@ public sealed partial class StorageSystem : SharedStorageSystem
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SubscribeLocalEvent<StorageFillComponent, MapInitEvent>(OnStorageFillMapInit);
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}
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protected override void OnMapInit(Entity<StorageComponent> entity, ref MapInitEvent args)
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{
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base.OnMapInit(entity, ref args);
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if (TryComp<UseDelayComponent>(entity, out var useDelay))
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UseDelay.SetLength((entity, useDelay), entity.Comp.OpenUiCooldown, OpenUiUseDelayID);
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}
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private void AddUiVerb(EntityUid uid, StorageComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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var silent = false;
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@@ -120,13 +129,13 @@ public sealed partial class StorageSystem : SharedStorageSystem
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return;
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// prevent spamming bag open / honkerton honk sound
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silent |= TryComp<UseDelayComponent>(uid, out var useDelay) && _useDelay.IsDelayed((uid, useDelay));
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silent |= TryComp<UseDelayComponent>(uid, out var useDelay) && UseDelay.IsDelayed((uid, useDelay), OpenUiUseDelayID);
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if (!silent)
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{
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if (!storageComp.IsUiOpen)
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_audio.PlayPvs(storageComp.StorageOpenSound, uid);
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if (useDelay != null)
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_useDelay.TryResetDelay((uid, useDelay));
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UseDelay.TryResetDelay((uid, useDelay), id: OpenUiUseDelayID);
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}
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Log.Debug($"Storage (UID {uid}) \"used\" by player session (UID {player.PlayerSession.AttachedEntity}).");
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@@ -72,6 +72,8 @@ public abstract class SharedStorageSystem : EntitySystem
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private readonly List<ItemSizePrototype> _sortedSizes = new();
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private FrozenDictionary<string, ItemSizePrototype> _nextSmallest = FrozenDictionary<string, ItemSizePrototype>.Empty;
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private const string QuickInsertUseDelayID = "quickInsert";
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protected readonly List<string> CantFillReasons = [];
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/// <inheritdoc />
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@@ -84,6 +86,7 @@ public abstract class SharedStorageSystem : EntitySystem
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_xformQuery = GetEntityQuery<TransformComponent>();
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_prototype.PrototypesReloaded += OnPrototypesReloaded;
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SubscribeLocalEvent<StorageComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<StorageComponent, ComponentGetState>(OnStorageGetState);
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SubscribeLocalEvent<StorageComponent, ComponentHandleState>(OnStorageHandleState);
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SubscribeLocalEvent<StorageComponent, ComponentInit>(OnComponentInit, before: new[] { typeof(SharedContainerSystem) });
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@@ -118,6 +121,12 @@ public abstract class SharedStorageSystem : EntitySystem
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UpdatePrototypeCache();
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}
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protected virtual void OnMapInit(Entity<StorageComponent> entity, ref MapInitEvent args)
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{
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if (TryComp<UseDelayComponent>(entity, out var useDelayComp))
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UseDelay.SetLength((entity, useDelayComp), entity.Comp.QuickInsertCooldown, QuickInsertUseDelayID);
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}
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private void OnStorageGetState(EntityUid uid, StorageComponent component, ref ComponentGetState args)
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{
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var storedItems = new Dictionary<NetEntity, ItemStorageLocation>();
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@@ -275,7 +284,7 @@ public abstract class SharedStorageSystem : EntitySystem
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/// <returns></returns>
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private void AfterInteract(EntityUid uid, StorageComponent storageComp, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach || !UseDelay.TryResetDelay(uid, checkDelayed: true))
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if (args.Handled || !args.CanReach || !UseDelay.TryResetDelay(uid, checkDelayed: true, id: QuickInsertUseDelayID))
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return;
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// Pick up all entities in a radius around the clicked location.
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@@ -57,6 +57,19 @@ namespace Content.Shared.Storage
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[DataField]
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public bool QuickInsert; // Can insert storables by clicking them with the storage entity
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/// <summary>
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/// Minimum delay between quick/area insert actions.
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/// </summary>
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/// <remarks>Used to prevent autoclickers spamming server with individual pickup actions.</remarks>
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public TimeSpan QuickInsertCooldown = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// Minimum delay between UI open actions.
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/// <remarks>Used to spamming opening sounds.</remarks>
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/// </summary>
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[DataField]
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public TimeSpan OpenUiCooldown = TimeSpan.Zero;
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[DataField]
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public bool ClickInsert = true; // Can insert stuff by clicking the storage entity with it
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@@ -1,38 +1,47 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Timing;
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/// <summary>
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/// Timer that creates a cooldown each time an object is activated/used
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/// Timer that creates a cooldown each time an object is activated/used.
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/// Can support additional, separate cooldown timers on the object by passing a unique ID with the system methods.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(UseDelaySystem))]
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public sealed partial class UseDelayComponent : Component
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{
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/// <summary>
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/// When the delay starts.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan DelayStartTime;
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[DataField, AutoNetworkedField]
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public Dictionary<string, UseDelayInfo> Delays = [];
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/// <summary>
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/// When the delay ends.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan DelayEndTime;
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/// <summary>
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/// Default delay time
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/// Default delay time.
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/// </summary>
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/// <remarks>
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/// This is only used at MapInit and should not be expected
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/// to reflect the length of the default delay after that.
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/// Use <see cref="UseDelaySystem.TryGetDelayInfo"/> instead.
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/// </remarks>
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public TimeSpan Delay = TimeSpan.FromSeconds(1);
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}
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[Serializable, NetSerializable]
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[DataDefinition]
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public sealed partial class UseDelayInfo
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{
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[DataField]
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public TimeSpan Length { get; set; }
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[DataField]
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public TimeSpan StartTime { get; set; }
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[DataField]
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public TimeSpan EndTime { get; set; }
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public UseDelayInfo(TimeSpan length, TimeSpan startTime = default, TimeSpan endTime = default)
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{
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Length = length;
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StartTime = startTime;
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EndTime = endTime;
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}
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}
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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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Block a user