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To avoid issues when somebody calls `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` when a raid isn't in progress, I throw an exception if `GameTimer` isn't running. However, this can be confusing for modders since `GameTimer` starts well after `GameWorld` is instantiated. Therefore, I added a new `HasRaidStarted()` method so it's more clear when these methods can be called. Additionally, I updated the documentation for those methods to warn the user that `HasRaidStarted()` must be true or they'll throw an exception. Alternatively, I can change the return type from `float` to `float?` for those methods and return null if a raid hasn't started. However, I felt like a null response is less intuitive than an exception in this case. Co-authored-by: dwesterwick <dwesterwick@yahoo.com> Reviewed-on: SPT-AKI/Modules#41 Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com> Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
70 lines
3.0 KiB
C#
70 lines
3.0 KiB
C#
using Comfort.Common;
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using EFT;
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using System;
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namespace Aki.SinglePlayer.Utils.InRaid
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{
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/// <summary>
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/// Allow modders to access information about the current raid time, especially if its reduced for Scav raids
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/// </summary>
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public static class RaidTimeUtil
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{
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/// <summary>
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/// Determines if a raid is in-progress by checking if the GameTimer has started
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/// </summary>
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public static bool HasRaidStarted()
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{
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return Singleton<AbstractGame>.Instance.GameTimer.Started();
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}
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/// <summary>
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/// <para>Calculates the seconds remaining in the current raid.</para>
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/// <para>Please ensure <see cref="HasRaidStarted"/> is <c>true</c>, or this will throw an exception.</para>
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/// </summary>
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/// <returns>Seconds remaining in the raid</returns>
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/// <exception cref="InvalidOperationException">Thrown if there is no raid in progress</exception>
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public static float GetRemainingRaidSeconds()
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{
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if (!HasRaidStarted())
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{
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throw new InvalidOperationException("The raid-time remaining can only be calculated when a raid is in-progress");
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}
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float remainingTimeSeconds = Singleton<AbstractGame>.Instance.GameTimer.EscapeTimeSeconds();
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// Until the raid starts, remainingTimeSeconds is TimeSpan.MaxValue, so it needs to be reduced to the actual starting raid time
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return Math.Min(remainingTimeSeconds, RaidChangesUtil.NewEscapeTimeSeconds);
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}
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/// <summary>
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/// <para>Calculates the fraction of raid-time remaining relative to the original escape time for the map.
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/// 1.0 = the raid just started, and 0.0 = the raid is over (and you're MIA).</para>
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/// <para>Please ensure <see cref="HasRaidStarted"/> is <c>true</c>, or this will throw an exception.</para>
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/// </summary>
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/// <returns>The fraction of raid-time remaining (0.0 - 1.0) relative to the original escape time for the map</returns>
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/// <exception cref="InvalidOperationException">Thrown if there is no raid in progress</exception>
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public static float GetRaidTimeRemainingFraction()
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{
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return GetRemainingRaidSeconds() / RaidChangesUtil.OriginalEscapeTimeSeconds;
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}
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/// <summary>
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/// Calculates the seconds since the player spawned into the raid
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/// </summary>
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/// <returns>Seconds since the player spawned into the raid</returns>
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public static float GetSecondsSinceSpawning()
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{
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return Singleton<AbstractGame>.Instance.GameTimer.PastTimeSeconds();
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}
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/// <summary>
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/// Calculates the elapsed seconds in the raid from the original escape time for the map.
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/// </summary>
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/// <returns>Elapsed seconds in the raid</returns>
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public static float GetElapsedRaidSeconds()
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{
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return RaidChangesUtil.RaidTimeReductionSeconds + GetSecondsSinceSpawning();
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}
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}
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}
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