* Action charges refactor - Fixes the slight godmoding of baseactioncomponent. - Gets back 1ms of server time. * chorg * Remove FrameUpdate * Fixes * More fixes * Combine * Fixes * Updates * weh * Last fixes * weh * Fix naughty * YAML fixes * This one too * Merge conflicts * This thing * Review * Fix this as well * Icon fix * weh * Review * Review * seamless * Review
53 lines
1.6 KiB
C#
53 lines
1.6 KiB
C#
using Content.Client.Actions;
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using Content.Shared.Actions;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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namespace Content.Client.Charges;
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public sealed class ChargesSystem : SharedChargesSystem
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{
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[Dependency] private readonly ActionsSystem _actions = default!;
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private Dictionary<EntityUid, int> _lastCharges = new();
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private Dictionary<EntityUid, int> _tempLastCharges = new();
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public override void Update(float frameTime)
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{
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// Technically this should probably be in frameupdate but no one will ever notice a tick of delay on this.
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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// Update recharging actions. Server doesn't actually care about this and it's a waste of performance, actions are immediate.
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var query = AllEntityQuery<AutoRechargeComponent, LimitedChargesComponent>();
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while (query.MoveNext(out var uid, out var recharge, out var charges))
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{
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BaseActionComponent? actionComp = null;
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if (!_actions.ResolveActionData(uid, ref actionComp, logError: false))
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continue;
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var current = GetCurrentCharges((uid, charges, recharge));
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if (!_lastCharges.TryGetValue(uid, out var last) || current != last)
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{
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_actions.UpdateAction(uid, actionComp);
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}
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_tempLastCharges[uid] = current;
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}
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_lastCharges.Clear();
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foreach (var (uid, value) in _tempLastCharges)
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{
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_lastCharges[uid] = value;
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}
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_tempLastCharges.Clear();
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}
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}
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