From 8982956a6bcca08c32753732c7697e7bb2186583 Mon Sep 17 00:00:00 2001
From: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com>
Date: Sat, 19 Apr 2025 17:26:56 +0300
Subject: [PATCH] Cleanup: Superbonk cleanup (#35104)
* SuperBonk cleanup
* Update
* Comment changes
* Update
* Changes
* EnsureComp
---
.../Components/SuperBonkComponent.cs | 24 ++---
.../Administration/Systems/SuperBonkSystem.cs | 100 +++++++++---------
2 files changed, 61 insertions(+), 63 deletions(-)
diff --git a/Content.Server/Administration/Components/SuperBonkComponent.cs b/Content.Server/Administration/Components/SuperBonkComponent.cs
index 868d232e60..0ceeccd136 100644
--- a/Content.Server/Administration/Components/SuperBonkComponent.cs
+++ b/Content.Server/Administration/Components/SuperBonkComponent.cs
@@ -1,37 +1,31 @@
using Content.Server.Administration.Systems;
-using Content.Shared.Climbing.Components;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Administration.Components;
///
/// Component to track the timer for the SuperBonk smite.
///
-[RegisterComponent, Access(typeof(SuperBonkSystem))]
-public sealed partial class SuperBonkComponent: Component
+[RegisterComponent, AutoGenerateComponentPause, Access(typeof(SuperBonkSystem))]
+public sealed partial class SuperBonkComponent : Component
{
- ///
- /// Entity being Super Bonked.
- ///
- [DataField]
- public EntityUid Target;
-
///
/// All of the tables the target will be bonked on.
///
[DataField]
- public Dictionary.Enumerator Tables;
+ public List.Enumerator Tables;
///
- /// Value used to reset the timer once it expires.
+ /// How often should we bonk.
///
[DataField]
- public float InitialTime = 0.10f;
+ public TimeSpan BonkCooldown = TimeSpan.FromMilliseconds(100);
///
- /// Timer till the next bonk.
+ /// Next time when we will bonk.
///
- [DataField]
- public float TimeRemaining = 0.10f;
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
+ public TimeSpan NextBonk = TimeSpan.Zero;
///
/// Whether to remove the clumsy component from the target after SuperBonk is done.
diff --git a/Content.Server/Administration/Systems/SuperBonkSystem.cs b/Content.Server/Administration/Systems/SuperBonkSystem.cs
index 5cd62d8357..c4de0d0a41 100644
--- a/Content.Server/Administration/Systems/SuperBonkSystem.cs
+++ b/Content.Server/Administration/Systems/SuperBonkSystem.cs
@@ -4,6 +4,7 @@ using Content.Shared.Clumsy;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Robust.Shared.Audio.Systems;
+using Robust.Shared.Timing;
namespace Content.Server.Administration.Systems;
@@ -12,44 +13,38 @@ public sealed class SuperBonkSystem : EntitySystem
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly ClumsySystem _clumsySystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
+ SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnMobStateChanged);
- SubscribeLocalEvent(OnBonkShutdown);
+ SubscribeLocalEvent(OnShutdown);
}
- public void StartSuperBonk(EntityUid target, float delay = 0.1f, bool stopWhenDead = false)
+ private void OnInit(Entity ent, ref ComponentInit args)
{
+ var (_, component) = ent;
- //The other check in the code to stop when the target dies does not work if the target is already dead.
- if (stopWhenDead && TryComp(target, out var mState))
- {
- if (mState.CurrentState == MobState.Dead)
- return;
- }
+ component.NextBonk = _timing.CurTime + component.BonkCooldown;
+ }
- var hadClumsy = EnsureComp(target, out _);
+ private void OnMobStateChanged(Entity ent, ref MobStateChangedEvent args)
+ {
+ var (uid, component) = ent;
- var tables = EntityQueryEnumerator();
- var bonks = new Dictionary();
- // This is done so we don't crash if something like a new table is spawned.
- while (tables.MoveNext(out var uid, out var comp))
- {
- bonks.Add(uid, comp);
- }
+ if (component.StopWhenDead && args.NewMobState == MobState.Dead)
+ RemCompDeferred(uid);
+ }
- var sComp = new SuperBonkComponent
- {
- Target = target,
- Tables = bonks.GetEnumerator(),
- RemoveClumsy = !hadClumsy,
- StopWhenDead = stopWhenDead,
- };
+ private void OnShutdown(Entity ent, ref ComponentShutdown args)
+ {
+ var (uid, component) = ent;
- AddComp(target, sComp);
+ if (component.RemoveClumsy)
+ RemComp(uid);
}
public override void Update(float frameTime)
@@ -59,49 +54,58 @@ public sealed class SuperBonkSystem : EntitySystem
while (comps.MoveNext(out var uid, out var comp))
{
- comp.TimeRemaining -= frameTime;
- if (!(comp.TimeRemaining <= 0))
+ if (comp.NextBonk > _timing.CurTime)
continue;
- Bonk(comp);
-
- if (!(comp.Tables.MoveNext()))
+ if (!TryBonk(uid, comp.Tables.Current) || !comp.Tables.MoveNext())
{
- RemComp(comp.Target);
+ RemComp(uid);
continue;
}
- comp.TimeRemaining = comp.InitialTime;
+ comp.NextBonk += comp.BonkCooldown;
}
}
- private void Bonk(SuperBonkComponent comp)
+ public void StartSuperBonk(EntityUid target, bool stopWhenDead = false)
{
- var uid = comp.Tables.Current.Key;
-
- // It would be very weird for something without a transform component to have a bonk component
- // but just in case because I don't want to crash the server.
- if (!HasComp(uid) || !TryComp(comp.Target, out var clumsyComp))
+ //The other check in the code to stop when the target dies does not work if the target is already dead.
+ if (stopWhenDead && TryComp(target, out var mobState) && mobState.CurrentState == MobState.Dead)
return;
- _transformSystem.SetCoordinates(comp.Target, Transform(uid).Coordinates);
- _clumsySystem.HitHeadClumsy((comp.Target, clumsyComp), uid);
+ if (EnsureComp(target, out var component))
+ return;
+
+ var tables = EntityQueryEnumerator();
+ var bonks = new List();
+ // This is done so we don't crash if something like a new table is spawned.
+ while (tables.MoveNext(out var uid, out var comp))
+ {
+ bonks.Add(uid);
+ }
- _audioSystem.PlayPvs(clumsyComp.TableBonkSound, comp.Target);
+ component.Tables = bonks.GetEnumerator();
+ component.RemoveClumsy = !EnsureComp(target, out _);
+ component.StopWhenDead = stopWhenDead;
}
- private void OnMobStateChanged(EntityUid uid, SuperBonkComponent comp, MobStateChangedEvent args)
+ private bool TryBonk(EntityUid uid, EntityUid tableUid)
{
- if (comp.StopWhenDead && args.NewMobState == MobState.Dead)
+ if (!TryComp(uid, out var clumsyComp))
+ return false;
+
+ // It would be very weird for something without a transform component to have a bonk component
+ // but just in case because I don't want to crash the server.
+ if (HasComp(tableUid))
{
- RemComp(uid);
+ _transformSystem.SetCoordinates(uid, Transform(tableUid).Coordinates);
+
+ _clumsySystem.HitHeadClumsy((uid, clumsyComp), tableUid);
+
+ _audioSystem.PlayPvs(clumsyComp.TableBonkSound, tableUid);
}
- }
- private void OnBonkShutdown(EntityUid uid, SuperBonkComponent comp, ComponentShutdown ev)
- {
- if (comp.RemoveClumsy)
- RemComp(comp.Target);
+ return true;
}
}
--
2.51.2