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