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//! Cooldowns tick down until actions are ready to be used.
use crate::{
charges::{ChargeState, Charges},
Abilitylike, CannotUseAbility,
};
use bevy::ecs::prelude::{Component, Resource};
use bevy::utils::Duration;
use serde::{Deserialize, Serialize};
use std::{collections::HashMap, marker::PhantomData};
/// The time until each action of type `A` can be used again.
///
/// Each action may be associated with a [`Cooldown`].
/// If it is not, it always be treated as being ready.
///
/// This is typically paired with an [`ActionState`](crate::action_state::ActionState):
/// if the action state is just-pressed (or another triggering condition is met),
/// and the cooldown is ready, then perform the action and trigger the cooldown.
///
/// This type is included as part of the [`InputManagerBundle`](crate::InputManagerBundle),
/// but can also be used as a resource for singleton game objects.
///
///
/// ```rust
/// use bevy::{utils::Duration, reflect::Reflect};
/// use leafwing_abilities::prelude::*;
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Abilitylike, Clone, Copy, Hash, PartialEq, Eq, Debug, Reflect)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
/// let mut cooldowns = CooldownState::new([(Action::Jump, Cooldown::from_secs(1.))]);
///
/// action_state.press(&Action::Jump);
///
/// // This will only perform a limited check; consider using the `Abilitylike::ready` method instead
/// if action_state.just_pressed(&Action::Jump) && cooldowns.ready(Action::Jump).is_ok() {
/// // Actually do the jumping thing here
/// // Remember to actually begin the cooldown if you jumped!
/// cooldowns.trigger(Action::Jump);
/// }
///
/// // We just jumped, so the cooldown isn't ready yet
/// assert_eq!(cooldowns.ready(Action::Jump), Err(CannotUseAbility::OnCooldown));
/// ```
#[derive(Resource, Component, Debug, Clone, PartialEq, Eq)]
pub struct CooldownState<A: Abilitylike> {
/// The [`Cooldown`] of each action
///
/// If [`None`], the action can always be used
cooldown_map: HashMap<A, Cooldown>,
/// A shared cooldown between all actions of type `A`.
///
/// No action of type `A` will be ready unless this is ready.
/// Whenever any cooldown for an action of type `A` is triggered,
/// this global cooldown is triggered.
pub global_cooldown: Option<Cooldown>,
_phantom: PhantomData<A>,
}
impl<A: Abilitylike> Default for CooldownState<A> {
/// By default, cooldowns are not set.
fn default() -> Self {
CooldownState {
cooldown_map: HashMap::new(),
global_cooldown: None,
_phantom: PhantomData,
}
}
}
impl<A: Abilitylike> CooldownState<A> {
/// Creates a new [`CooldownState`] from an iterator of `(cooldown, action)` pairs
///
/// If a [`Cooldown`] is not provided for an action, that action will be treated as if its cooldown is always available.
///
/// To create an empty [`CooldownState`] struct, use the [`Default::default`] method instead.
///
/// # Example
/// ```rust
/// use bevy::{input::keyboard::KeyCode, reflect::Reflect};
/// use leafwing_abilities::cooldown::{Cooldown, CooldownState};
/// use leafwing_abilities::Abilitylike;
/// use leafwing_input_manager::Actionlike;
///
/// #[derive(Actionlike, Abilitylike, Clone, Copy, Hash, PartialEq, Eq, Debug, Reflect)]
/// enum Action {
/// Run,
/// Jump,
/// Shoot,
/// Dash,
/// }
///
/// let input_map = CooldownState::new([
/// (Action::Shoot, Cooldown::from_secs(0.1)),
/// (Action::Dash, Cooldown::from_secs(1.0)),
/// ]);
/// ```
#[must_use]
pub fn new(action_cooldown_pairs: impl IntoIterator<Item = (A, Cooldown)>) -> Self {
let mut cooldowns = CooldownState::default();
for (action, cooldown) in action_cooldown_pairs.into_iter() {
cooldowns.set(action, cooldown);
}
cooldowns
}
/// Triggers the cooldown of the `action` if it is available to be used.
///
/// This can be paired with [`Cooldowns::ready`],
/// to check if the action can be used before triggering its cooldown,
/// or this can be used on its own,
/// reading the returned [`Result`] to determine if the ability was used.
#[inline]
pub fn trigger(&mut self, action: A) -> Result<(), CannotUseAbility> {
if let Some(cooldown) = self.get_mut(action) {
cooldown.trigger()?;
}
if let Some(global_cooldown) = self.global_cooldown.as_mut() {
global_cooldown.trigger()?;
}
Ok(())
}
/// Can the corresponding `action` be used?
///
/// This will be `Ok` if the underlying [`Cooldown::ready`] call is true,
/// or if no cooldown is stored for this action.
#[inline]
pub fn ready(&self, action: A) -> Result<(), CannotUseAbility> {
self.gcd_ready()?;
if let Some(cooldown) = self.get(action) {
cooldown.ready()
} else {
Ok(())
}
}
/// Has the global cooldown for actions of type `A` expired?
///
/// Returns `Ok(())` if no GCD is set.
#[inline]
pub fn gcd_ready(&self) -> Result<(), CannotUseAbility> {
if let Some(global_cooldown) = self.global_cooldown.as_ref() {
global_cooldown.ready()
} else {
Ok(())
}
}
/// Advances each underlying [`Cooldown`] according to the elapsed `delta_time`.
///
/// When you have a [`Option<Mut<ActionCharges<A>>>`](bevy::ecs::change_detection::Mut),
/// use `charges.map(|res| res.into_inner())` to convert it to the correct form.
pub fn tick(&mut self, delta_time: Duration, maybe_charges: Option<&mut ChargeState<A>>) {
if let Some(charge_state) = maybe_charges {
for (action, cooldown) in self.cooldown_map.iter_mut() {
let charges = charge_state.get_mut(action.clone());
cooldown.tick(delta_time, charges);
}
} else {
for (_, cooldown) in self.cooldown_map.iter_mut() {
cooldown.tick(delta_time, None);
}
}
if let Some(global_cooldown) = self.global_cooldown.as_mut() {
global_cooldown.tick(delta_time, None);
}
}
/// The cooldown associated with the specified `action`, if any.
#[inline]
#[must_use]
pub fn get(&self, action: A) -> Option<&Cooldown> {
self.cooldown_map.get(&action)
}
/// A mutable reference to the cooldown associated with the specified `action`, if any.
#[inline]
#[must_use]
pub fn get_mut(&mut self, action: A) -> Option<&mut Cooldown> {
self.cooldown_map.get_mut(&action)
}
/// Set a cooldown for the specified `action`.
///
/// If a cooldown already existed, it will be replaced by a new cooldown with the specified duration.
#[inline]
pub fn set(&mut self, action: A, cooldown: Cooldown) -> &mut Self {
self.cooldown_map.insert(action, cooldown);
self
}
/// Collects a `&mut Self` into a `Self`.
///
/// Used to conclude the builder pattern. Actually just calls `self.clone()`.
#[inline]
#[must_use]
pub fn build(&mut self) -> Self {
self.clone()
}
/// Returns an iterator of references to the underlying non-[`None`] [`Cooldown`]s
#[inline]
pub fn iter(&self) -> impl Iterator<Item = &Cooldown> {
self.cooldown_map.values()
}
/// Returns an iterator of mutable references to the underlying non-[`None`] [`Cooldown`]s
#[inline]
pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut Cooldown> {
self.cooldown_map.values_mut()
}
}
/// A timer-like struct that records the amount of time until an action is available to be used again.
///
/// Cooldowns are typically stored in an [`ActionState`](crate::action_state::ActionState), associated with an action that is to be
/// cooldown-regulated.
///
/// When initialized, cooldowns are always fully available.
///
/// ```rust
/// use bevy::utils::Duration;
/// use leafwing_abilities::cooldown::Cooldown;
/// use leafwing_abilities::CannotUseAbility;
///
/// let mut cooldown = Cooldown::new(Duration::from_secs(3));
/// assert_eq!(cooldown.remaining(), Duration::ZERO);
///
/// cooldown.trigger();
/// assert_eq!(cooldown.remaining(), Duration::from_secs(3));
///
/// cooldown.tick(Duration::from_secs(1), None);
/// assert_eq!(cooldown.ready(), Err(CannotUseAbility::OnCooldown));
///
/// cooldown.tick(Duration::from_secs(5), None);
/// let triggered = cooldown.trigger();
/// assert!(triggered.is_ok());
///
/// cooldown.refresh();
/// assert!(cooldown.ready().is_ok());
/// ```
#[derive(Clone, PartialEq, Eq, Debug, Serialize, Deserialize)]
pub struct Cooldown {
max_time: Duration,
/// The amount of time that has elapsed since all [`Charges`](crate::charges::Charges) were fully replenished.
elapsed_time: Duration,
}
impl Cooldown {
/// Creates a new [`Cooldown`], which will take `max_time` after it is used until it is ready again.
///
/// # Panics
///
/// The provided max time cannot be [`Duration::ZERO`].
/// Instead, use [`None`] in the [`Cooldowns`] struct for an action without a cooldown.
pub fn new(max_time: Duration) -> Cooldown {
assert!(max_time != Duration::ZERO);
Cooldown {
max_time,
elapsed_time: max_time,
}
}
/// Creates a new [`Cooldown`] with a [`f32`] number of seconds, which will take `max_time` after it is used until it is ready again.
///
/// # Panics
///
/// The provided max time must be greater than 0.
/// Instead, use [`None`] in the [`CooldownState`] struct for an action without a cooldown.
pub fn from_secs(max_time: f32) -> Cooldown {
assert!(max_time > 0.);
let max_time = Duration::from_secs_f32(max_time);
Cooldown::new(max_time)
}
/// Advance the cooldown by `delta_time`.
///
/// If the elapsed time is enough to reset the cooldown, the number of available charges.
pub fn tick(&mut self, delta_time: Duration, charges: Option<&mut Charges>) {
// Don't tick cooldowns when they are fully elapsed
if self.elapsed_time == self.max_time {
return;
}
assert!(self.max_time != Duration::ZERO);
if let Some(charges) = charges {
let total_time = self.elapsed_time.saturating_add(delta_time);
let total_nanos: u64 = total_time.as_nanos().try_into().unwrap_or(u64::MAX);
let max_nanos: u64 = self.max_time.as_nanos().try_into().unwrap_or(u64::MAX);
let n_completed = (total_nanos / max_nanos).try_into().unwrap_or(u8::MAX);
let extra_time = Duration::from_nanos(total_nanos % max_nanos);
let excess_completions = charges.add_charges(n_completed);
if excess_completions == 0 {
self.elapsed_time =
(self.elapsed_time.saturating_add(extra_time)).min(self.max_time);
} else {
self.elapsed_time = self.max_time;
}
} else {
self.elapsed_time = self
.elapsed_time
.saturating_add(delta_time)
.min(self.max_time);
}
}
/// Is this action ready to be used?
///
/// This will be true if and only if at least one charge is available.
/// For cooldowns without charges, this will be true if `time_remaining` is [`Duration::Zero`].
pub fn ready(&self) -> Result<(), CannotUseAbility> {
match self.elapsed_time >= self.max_time {
true => Ok(()),
false => Err(CannotUseAbility::OnCooldown),
}
}
/// Refreshes the cooldown, causing the underlying action to be ready to use immediately.
///
/// If this cooldown has charges, the number of available charges is increased by one (but the point within the cycle is unchanged).
#[inline]
pub fn refresh(&mut self) {
self.elapsed_time = self.max_time
}
/// Use the underlying cooldown if and only if it is ready, resetting the cooldown to its maximum value.
///
/// If this cooldown has multiple charges, only one will be consumed.
///
/// Returns a result indicating whether the cooldown was ready.
/// If the cooldown was not ready, [`CannotUseAbility::OnCooldown`] is returned and this call has no effect.
#[inline]
pub fn trigger(&mut self) -> Result<(), CannotUseAbility> {
self.ready()?;
self.elapsed_time = Duration::ZERO;
Ok(())
}
/// Returns the time that it will take for this action to be ready to use again after being triggered.
#[inline]
pub fn max_time(&self) -> Duration {
self.max_time
}
/// Sets the time that it will take for this action to be ready to use again after being triggered.
///
/// If the current time remaining is greater than the new max time, it will be clamped to the `max_time`.
///
/// # Panics
///
/// The provided max time cannot be [`Duration::ZERO`].
/// Instead, use [`None`] in the [`Cooldowns`] struct for an action without a cooldown.
#[inline]
pub fn set_max_time(&mut self, max_time: Duration) {
assert!(max_time != Duration::ZERO);
self.max_time = max_time;
self.elapsed_time = self.elapsed_time.min(max_time);
}
/// Returns the time that has passed since the cooldown was triggered.
#[inline]
pub fn elapsed(&self) -> Duration {
self.elapsed_time
}
/// Sets the time that has passed since the cooldown was triggered.
///
/// This will always be clamped between [`Duration::ZERO`] and the `max_time` of this cooldown.
#[inline]
pub fn set_elapsed(&mut self, elapsed_time: Duration) {
self.elapsed_time = elapsed_time.clamp(Duration::ZERO, self.max_time);
}
/// Returns the time remaining until the next charge is ready.
///
/// When a cooldown is fully charged, this will return [`Duration::ZERO`].
#[inline]
pub fn remaining(&self) -> Duration {
self.max_time.saturating_sub(self.elapsed_time)
}
/// Sets the time remaining until the next charge is ready.
///
/// This will always be clamped between [`Duration::ZERO`] and the `max_time` of this cooldown.
#[inline]
pub fn set_remaining(&mut self, time_remaining: Duration) {
self.elapsed_time = self
.max_time
.saturating_sub(time_remaining.clamp(Duration::ZERO, self.max_time));
}
}
#[cfg(test)]
mod tick_tests {
use super::*;
#[test]
#[should_panic]
fn zero_duration_cooldown_cannot_be_constructed() {
Cooldown::new(Duration::ZERO);
}
#[test]
fn tick_has_no_effect_on_fresh_cooldown() {
let cooldown = Cooldown::from_secs(1.);
let mut cloned_cooldown = cooldown.clone();
cloned_cooldown.tick(Duration::from_secs_f32(1.234), None);
assert_eq!(cooldown, cloned_cooldown);
}
#[test]
fn cooldowns_start_ready() {
let cooldown = Cooldown::from_secs(1.);
assert!(cooldown.ready().is_ok());
}
#[test]
fn cooldowns_are_ready_when_refreshed() {
let mut cooldown = Cooldown::from_secs(1.);
assert!(cooldown.ready().is_ok());
let _ = cooldown.trigger();
assert_eq!(cooldown.ready(), Err(CannotUseAbility::OnCooldown));
cooldown.refresh();
assert!(cooldown.ready().is_ok());
}
#[test]
fn ticking_changes_cooldown() {
let cooldown = Cooldown::new(Duration::from_millis(1000));
let mut cloned_cooldown = cooldown.clone();
let _ = cloned_cooldown.trigger();
assert!(cooldown != cloned_cooldown);
cloned_cooldown.tick(Duration::from_millis(123), None);
assert!(cooldown != cloned_cooldown);
}
#[test]
fn cooldowns_reset_after_being_ticked() {
let mut cooldown = Cooldown::from_secs(1.);
let _ = cooldown.trigger();
assert_eq!(cooldown.ready(), Err(CannotUseAbility::OnCooldown));
cooldown.tick(Duration::from_secs(3), None);
assert!(cooldown.ready().is_ok());
}
#[test]
fn time_remaining_on_fresh_cooldown_is_zero() {
let cooldown = Cooldown::from_secs(1.);
assert_eq!(cooldown.remaining(), Duration::ZERO);
}
}