Cleanup: Superbonk cleanup (#35104)
* SuperBonk cleanup * Update * Comment changes * Update * Changes * EnsureComp
This commit is contained in:
@@ -1,37 +1,31 @@
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using Content.Server.Administration.Systems;
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using Content.Shared.Climbing.Components;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Administration.Components;
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/// <summary>
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/// Component to track the timer for the SuperBonk smite.
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/// </summary>
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[RegisterComponent, Access(typeof(SuperBonkSystem))]
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public sealed partial class SuperBonkComponent: Component
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[RegisterComponent, AutoGenerateComponentPause, Access(typeof(SuperBonkSystem))]
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public sealed partial class SuperBonkComponent : Component
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{
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/// <summary>
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/// Entity being Super Bonked.
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/// </summary>
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[DataField]
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public EntityUid Target;
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/// <summary>
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/// All of the tables the target will be bonked on.
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/// </summary>
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[DataField]
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public Dictionary<EntityUid, BonkableComponent>.Enumerator Tables;
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public List<EntityUid>.Enumerator Tables;
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/// <summary>
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/// Value used to reset the timer once it expires.
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/// How often should we bonk.
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/// </summary>
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[DataField]
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public float InitialTime = 0.10f;
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public TimeSpan BonkCooldown = TimeSpan.FromMilliseconds(100);
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/// <summary>
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/// Timer till the next bonk.
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/// Next time when we will bonk.
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/// </summary>
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[DataField]
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public float TimeRemaining = 0.10f;
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextBonk = TimeSpan.Zero;
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/// <summary>
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/// Whether to remove the clumsy component from the target after SuperBonk is done.
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@@ -4,6 +4,7 @@ using Content.Shared.Clumsy;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Administration.Systems;
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@@ -12,44 +13,38 @@ public sealed class SuperBonkSystem : EntitySystem
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly ClumsySystem _clumsySystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SuperBonkComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SuperBonkComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnBonkShutdown);
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SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnShutdown);
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}
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public void StartSuperBonk(EntityUid target, float delay = 0.1f, bool stopWhenDead = false)
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private void OnInit(Entity<SuperBonkComponent> ent, ref ComponentInit args)
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{
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var (_, component) = ent;
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//The other check in the code to stop when the target dies does not work if the target is already dead.
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if (stopWhenDead && TryComp<MobStateComponent>(target, out var mState))
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{
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if (mState.CurrentState == MobState.Dead)
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return;
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}
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component.NextBonk = _timing.CurTime + component.BonkCooldown;
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}
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var hadClumsy = EnsureComp<ClumsyComponent>(target, out _);
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private void OnMobStateChanged(Entity<SuperBonkComponent> ent, ref MobStateChangedEvent args)
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{
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var (uid, component) = ent;
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var tables = EntityQueryEnumerator<BonkableComponent>();
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var bonks = new Dictionary<EntityUid, BonkableComponent>();
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// This is done so we don't crash if something like a new table is spawned.
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while (tables.MoveNext(out var uid, out var comp))
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{
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bonks.Add(uid, comp);
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}
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if (component.StopWhenDead && args.NewMobState == MobState.Dead)
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RemCompDeferred<SuperBonkComponent>(uid);
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}
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var sComp = new SuperBonkComponent
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{
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Target = target,
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Tables = bonks.GetEnumerator(),
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RemoveClumsy = !hadClumsy,
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StopWhenDead = stopWhenDead,
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};
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private void OnShutdown(Entity<SuperBonkComponent> ent, ref ComponentShutdown args)
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{
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var (uid, component) = ent;
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AddComp(target, sComp);
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if (component.RemoveClumsy)
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RemComp<ClumsyComponent>(uid);
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}
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public override void Update(float frameTime)
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@@ -59,49 +54,58 @@ public sealed class SuperBonkSystem : EntitySystem
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while (comps.MoveNext(out var uid, out var comp))
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{
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comp.TimeRemaining -= frameTime;
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if (!(comp.TimeRemaining <= 0))
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if (comp.NextBonk > _timing.CurTime)
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continue;
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Bonk(comp);
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if (!(comp.Tables.MoveNext()))
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if (!TryBonk(uid, comp.Tables.Current) || !comp.Tables.MoveNext())
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{
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RemComp<SuperBonkComponent>(comp.Target);
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RemComp<SuperBonkComponent>(uid);
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continue;
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}
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comp.TimeRemaining = comp.InitialTime;
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comp.NextBonk += comp.BonkCooldown;
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}
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}
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private void Bonk(SuperBonkComponent comp)
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public void StartSuperBonk(EntityUid target, bool stopWhenDead = false)
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{
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var uid = comp.Tables.Current.Key;
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//The other check in the code to stop when the target dies does not work if the target is already dead.
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if (stopWhenDead && TryComp<MobStateComponent>(target, out var mobState) && mobState.CurrentState == MobState.Dead)
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return;
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if (EnsureComp<SuperBonkComponent>(target, out var component))
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return;
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var tables = EntityQueryEnumerator<BonkableComponent>();
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var bonks = new List<EntityUid>();
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// This is done so we don't crash if something like a new table is spawned.
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while (tables.MoveNext(out var uid, out var comp))
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{
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bonks.Add(uid);
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}
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component.Tables = bonks.GetEnumerator();
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component.RemoveClumsy = !EnsureComp<ClumsyComponent>(target, out _);
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component.StopWhenDead = stopWhenDead;
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}
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private bool TryBonk(EntityUid uid, EntityUid tableUid)
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{
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if (!TryComp<ClumsyComponent>(uid, out var clumsyComp))
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return false;
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// It would be very weird for something without a transform component to have a bonk component
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// but just in case because I don't want to crash the server.
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if (!HasComp<TransformComponent>(uid) || !TryComp<ClumsyComponent>(comp.Target, out var clumsyComp))
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return;
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_transformSystem.SetCoordinates(comp.Target, Transform(uid).Coordinates);
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_clumsySystem.HitHeadClumsy((comp.Target, clumsyComp), uid);
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_audioSystem.PlayPvs(clumsyComp.TableBonkSound, comp.Target);
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}
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private void OnMobStateChanged(EntityUid uid, SuperBonkComponent comp, MobStateChangedEvent args)
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{
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if (comp.StopWhenDead && args.NewMobState == MobState.Dead)
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if (HasComp<TransformComponent>(tableUid))
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{
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RemComp<SuperBonkComponent>(uid);
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}
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}
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_transformSystem.SetCoordinates(uid, Transform(tableUid).Coordinates);
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private void OnBonkShutdown(EntityUid uid, SuperBonkComponent comp, ComponentShutdown ev)
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{
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if (comp.RemoveClumsy)
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RemComp<ClumsyComponent>(comp.Target);
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_clumsySystem.HitHeadClumsy((uid, clumsyComp), tableUid);
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_audioSystem.PlayPvs(clumsyComp.TableBonkSound, tableUid);
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}
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return true;
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}
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}
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