Files
tbd-station-14/Content.Shared/Timing/UseDelaySystem.cs

182 lines
5.8 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.Timing;
public sealed class UseDelaySystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
private const string DefaultId = "default";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UseDelayComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<UseDelayComponent, ComponentGetState>(OnDelayGetState);
SubscribeLocalEvent<UseDelayComponent, ComponentHandleState>(OnDelayHandleState);
}
private void OnDelayHandleState(Entity<UseDelayComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not UseDelayComponentState state)
return;
ent.Comp.Delays.Clear();
// At time of writing sourcegen networking doesn't deep copy so this will mispredict if you try.
foreach (var (key, delay) in state.Delays)
{
ent.Comp.Delays[key] = new UseDelayInfo(delay.Length, delay.StartTime, delay.EndTime);
}
}
private void OnDelayGetState(Entity<UseDelayComponent> ent, ref ComponentGetState args)
{
args.State = new UseDelayComponentState()
{
Delays = ent.Comp.Delays
};
}
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), 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>
/// Sets the length of the delay with the specified ID.
/// </summary>
/// <remarks>
/// This will add a UseDelay component to the entity if it doesn't have one.
/// </remarks>
public bool SetLength(Entity<UseDelayComponent?> ent, TimeSpan length, string id = DefaultId)
{
EnsureComp<UseDelayComponent>(ent.Owner, out var comp);
if (comp.Delays.TryGetValue(id, out var entry))
{
if (entry.Length == length)
return true;
entry.Length = length;
}
else
{
comp.Delays.Add(id, new UseDelayInfo(length));
}
Dirty(ent);
return true;
}
/// <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)
{
if (!ent.Comp.Delays.TryGetValue(DefaultId, out var last))
return new UseDelayInfo(TimeSpan.Zero);
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, 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);
}
}