Add BreakOnDropItem, update do afters, remove unnecessary declarations (#30361)

* Add BreakOnDropItem, update do afters, remove unnecessary declarations

* bola

* Changed my mind about the nuke

* gennies too

* Make the comments more clear.

* Sorry for the trailing commas

* Revert "Sorry for the trailing commas"

This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-08-08 04:39:46 -07:00
committed by GitHub
parent bd51cf330b
commit 190ceda02e
29 changed files with 74 additions and 68 deletions

View File

@@ -19,14 +19,14 @@ public sealed partial class DoAfterArgs
/// <summary>
/// How long does the do_after require to complete
/// </summary>
[DataField("delay", required: true)]
[DataField(required: true)]
public TimeSpan Delay;
/// <summary>
/// Applicable target (if relevant)
/// </summary>
[NonSerialized]
[DataField("target")]
[DataField]
public EntityUid? Target;
public NetEntity? NetTarget;
@@ -50,7 +50,7 @@ public sealed partial class DoAfterArgs
/// <summary>
/// The event that will get raised when the DoAfter has finished. If null, this will simply raise a <see cref="SimpleDoAfterEvent"/>
/// </summary>
[DataField("event", required: true)]
[DataField(required: true)]
public DoAfterEvent Event = default!;
/// <summary>
@@ -64,7 +64,7 @@ public sealed partial class DoAfterArgs
/// Entity which will receive the directed event. If null, no directed event will be raised.
/// </summary>
[NonSerialized]
[DataField("eventTarget")]
[DataField]
public EntityUid? EventTarget;
public NetEntity? NetEventTarget;
@@ -72,7 +72,7 @@ public sealed partial class DoAfterArgs
/// <summary>
/// Should the DoAfter event broadcast? If this is false, then <see cref="EventTarget"/> should be a valid entity.
/// </summary>
[DataField("broadcast")]
[DataField]
public bool Broadcast;
#endregion
@@ -81,16 +81,24 @@ public sealed partial class DoAfterArgs
/// <summary>
/// Whether or not this do after requires the user to have hands.
/// </summary>
[DataField("needHand")]
[DataField]
public bool NeedHand;
/// <summary>
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item). This also covers
/// requiring the hand to be free (if applicable). This does nothing if <see cref="NeedHand"/> is false.
/// </summary>
[DataField("breakOnHandChange")]
[DataField]
public bool BreakOnHandChange = true;
/// <summary>
/// Whether the do-after should get interrupted if we drop the
/// active item we started the do-after with
/// This does nothing if <see cref="NeedHand"/> is false.
/// </summary>
[DataField]
public bool BreakOnDropItem = true;
/// <summary>
/// If do_after stops when the user or target moves
/// </summary>
@@ -107,31 +115,31 @@ public sealed partial class DoAfterArgs
/// <summary>
/// Threshold for user and target movement
/// </summary>
[DataField("movementThreshold")]
[DataField]
public float MovementThreshold = 0.3f;
/// <summary>
/// Threshold for distance user from the used OR target entities.
/// </summary>
[DataField("distanceThreshold")]
[DataField]
public float? DistanceThreshold;
/// <summary>
/// Whether damage will cancel the DoAfter. See also <see cref="DamageThreshold"/>.
/// </summary>
[DataField("breakOnDamage")]
[DataField]
public bool BreakOnDamage;
/// <summary>
/// Threshold for user damage. This damage has to be dealt in a single event, not over time.
/// </summary>
[DataField("damageThreshold")]
[DataField]
public FixedPoint2 DamageThreshold = 1;
/// <summary>
/// If true, this DoAfter will be canceled if the user can no longer interact with the target.
/// </summary>
[DataField("requireCanInteract")]
[DataField]
public bool RequireCanInteract = true;
#endregion
@@ -143,7 +151,7 @@ public sealed partial class DoAfterArgs
/// Note that this will block even if the duplicate is cancelled because either DoAfter had
/// <see cref="CancelDuplicate"/> enabled.
/// </remarks>
[DataField("blockDuplicate")]
[DataField]
public bool BlockDuplicate = true;
//TODO: User pref to not cancel on second use on specific doafters
@@ -151,7 +159,7 @@ public sealed partial class DoAfterArgs
/// If true, this will cancel any duplicate DoAfters when attempting to add a new DoAfter. See also
/// <see cref="DuplicateConditions"/>.
/// </summary>
[DataField("cancelDuplicate")]
[DataField]
public bool CancelDuplicate = true;
/// <summary>
@@ -162,7 +170,7 @@ public sealed partial class DoAfterArgs
/// Note that both DoAfters may have their own conditions, and they will be considered duplicated if either set
/// of conditions is satisfied.
/// </remarks>
[DataField("duplicateCondition")]
[DataField]
public DuplicateConditions DuplicateCondition = DuplicateConditions.All;
#endregion
@@ -244,6 +252,7 @@ public sealed partial class DoAfterArgs
Broadcast = other.Broadcast;
NeedHand = other.NeedHand;
BreakOnHandChange = other.BreakOnHandChange;
BreakOnDropItem = other.BreakOnDropItem;
BreakOnMove = other.BreakOnMove;
BreakOnWeightlessMove = other.BreakOnWeightlessMove;
MovementThreshold = other.MovementThreshold;

View File

@@ -1,5 +1,6 @@
using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Robust.Shared.Utility;
@@ -11,6 +12,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
[Dependency] private readonly IDynamicTypeFactory _factory = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
private DoAfter[] _doAfters = Array.Empty<DoAfter>();
@@ -217,16 +219,22 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
return true;
// Check if the do-after requires hands to perform at first
// For example, you need hands to strip clothes off of someone
// This does not mean their hand needs to be empty.
if (args.NeedHand)
{
if (!handsQuery.TryGetComponent(args.User, out var hands) || hands.Count == 0)
return true;
if (args.BreakOnHandChange && (hands.ActiveHand?.Name != doAfter.InitialHand
|| hands.ActiveHandEntity != doAfter.InitialItem))
{
// If an item was in the user's hand to begin with,
// check if the user is no longer holding the item.
if (args.BreakOnDropItem && !_hands.IsHolding((args.User, hands), doAfter.InitialItem))
return true;
// If the user changes which hand is active at all, interrupt the do-after
if (args.BreakOnHandChange && hands.ActiveHand?.Name != doAfter.InitialHand)
return true;
}
}
if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))

View File

@@ -227,7 +227,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
// For this we need to stay on the same hand slot and need the same item in that hand slot
// (or if there is no item there we need to keep it free).
if (args.NeedHand && args.BreakOnHandChange)
if (args.NeedHand && (args.BreakOnHandChange || args.BreakOnDropItem))
{
if (!TryComp(args.User, out HandsComponent? handsComponent))
return false;