Files
tbd-station-14/Content.Shared/Timing/UseDelaySystem.cs
2023-11-14 22:55:45 +11:00

126 lines
4.0 KiB
C#

using Content.Shared.Cooldown;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Timing;
public sealed class UseDelaySystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private HashSet<UseDelayComponent> _activeDelays = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UseDelayComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<UseDelayComponent, EntityPausedEvent>(OnPaused);
SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
}
private void OnPaused(EntityUid uid, UseDelayComponent component, ref EntityPausedEvent args)
{
// This entity just got paused, but wasn't before
if (component.DelayEndTime != null)
component.RemainingDelay = _gameTiming.CurTime - component.DelayEndTime;
_activeDelays.Remove(component);
Dirty(component);
}
private void OnUnpaused(EntityUid uid, UseDelayComponent component, ref EntityUnpausedEvent args)
{
if (component.RemainingDelay == null)
return;
// We got unpaused, resume the delay/cooldown. Currently this takes for granted that ItemCooldownComponent
// handles the pausing on its own. I'm not even gonna check, because I CBF fixing it if it doesn't.
component.DelayEndTime = _gameTiming.CurTime + component.RemainingDelay;
Dirty(component);
_activeDelays.Add(component);
}
private void OnHandleState(EntityUid uid, UseDelayComponent component, ref AfterAutoHandleStateEvent args)
{
if (component.DelayEndTime == null)
_activeDelays.Remove(component);
else
_activeDelays.Add(component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var toRemove = new RemQueue<UseDelayComponent>();
var curTime = _gameTiming.CurTime;
var mQuery = EntityManager.GetEntityQuery<MetaDataComponent>();
// TODO refactor this to use active components
foreach (var delay in _activeDelays)
{
if (delay.DelayEndTime == null ||
curTime > delay.DelayEndTime ||
Deleted(delay.Owner, mQuery))
{
toRemove.Add(delay);
}
}
foreach (var delay in toRemove)
{
delay.DelayEndTime = null;
_activeDelays.Remove(delay);
Dirty(delay);
}
}
/// <summary>
/// Attempts tp start a use-delay for some entity. Returns true unless there is already an active delay.
/// </summary>
/// <remarks>
/// Note that this will always return true if the entity does not have a use delay component, as in that case there
/// is no reason to block/prevent an interaction.
/// </remarks>
public bool BeginDelay(EntityUid uid, UseDelayComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return true;
if (component.ActiveDelay)
return false;
DebugTools.Assert(!_activeDelays.Contains(component));
_activeDelays.Add(component);
var currentTime = _gameTiming.CurTime;
component.LastUseTime = currentTime;
component.DelayEndTime = currentTime + component.Delay;
Dirty(uid, component);
var cooldown = EnsureComp<ItemCooldownComponent>(uid);
cooldown.CooldownStart = currentTime;
cooldown.CooldownEnd = component.DelayEndTime;
return true;
}
public bool ActiveDelay(EntityUid uid, UseDelayComponent? component = null)
{
return Resolve(uid, ref component, false) && component.ActiveDelay;
}
public void Cancel(UseDelayComponent component)
{
component.DelayEndTime = null;
_activeDelays.Remove(component);
Dirty(component);
if (TryComp<ItemCooldownComponent>(component.Owner, out var cooldown))
{
cooldown.CooldownEnd = _gameTiming.CurTime;
}
}
}