* 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
150 lines
4.7 KiB
C#
150 lines
4.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
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);
|
|
}
|
|
|
|
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>
|
|
/// Sets the length of the delay with the specified ID.
|
|
/// </summary>
|
|
public bool SetLength(Entity<UseDelayComponent> ent, TimeSpan length, string id = DefaultId)
|
|
{
|
|
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));
|
|
}
|
|
|
|
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)
|
|
{
|
|
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, 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);
|
|
}
|
|
}
|