More DoAfter Changes (#14609)

* DoAfters

* Compact Clone()

* Fix mice and cuffables

* Try generalize attempt events

* moves climbabledoafter event to shared, fixes issue with climbable target

* Fix merge (cuffing)

* Make all events netserializable

* handful of doafter events moved

* moves the rest of the events to their respective shared folders

* Changes all mentions of server doafter to shared

* stop stripping cancellation

* fix merge errors

* draw paused doafters

* handle unpausing

* missing netserializable ref

* removes break on stun reference

* removes cuffing state reference

* Fix tools

* Fix door prying.

* Fix construction

* Fix dumping

* Fix wielding assert

* fix rev

* Fix test

* more test fixes

---------

Co-authored-by: keronshb <keronshb@live.com>
This commit is contained in:
Leon Friedrich
2023-04-03 13:13:48 +12:00
committed by GitHub
parent 9e66fac805
commit 19277a2276
170 changed files with 3042 additions and 2954 deletions

View File

@@ -1,9 +1,8 @@
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.DoAfter;
@@ -16,19 +15,12 @@ public sealed class DoAfterSystem : SharedDoAfterSystem
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
public const float ExcessTime = 0.5f;
[Dependency] private readonly MetaDataSystem _metadata = default!;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype));
_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming));
}
public override void Shutdown()
@@ -37,147 +29,26 @@ public sealed class DoAfterSystem : SharedDoAfterSystem
_overlay.RemoveOverlay<DoAfterOverlay>();
}
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
{
if (args.Current is not DoAfterComponentState state)
return;
foreach (var (_, doAfter) in state.DoAfters)
{
if (component.DoAfters.ContainsKey(doAfter.ID))
continue;
component.DoAfters.Add(doAfter.ID, doAfter);
}
}
private void OnCancelledDoAfter(CancelledDoAfterMessage ev)
{
if (!TryComp<DoAfterComponent>(ev.Uid, out var doAfter))
return;
Cancel(doAfter, ev.ID);
}
/// <summary>
/// Remove a DoAfter without showing a cancellation graphic.
/// </summary>
public void Remove(DoAfterComponent component, Shared.DoAfter.DoAfter doAfter, bool found = false)
{
component.DoAfters.Remove(doAfter.ID);
component.CancelledDoAfters.Remove(doAfter.ID);
}
/// <summary>
/// Mark a DoAfter as cancelled and show a cancellation graphic.
/// </summary>
/// Actual removal is handled by DoAfterEntitySystem.
public void Cancel(DoAfterComponent component, byte id)
{
if (component.CancelledDoAfters.ContainsKey(id))
return;
if (!component.DoAfters.ContainsKey(id))
return;
var doAfterMessage = component.DoAfters[id];
doAfterMessage.Cancelled = true;
doAfterMessage.CancelledTime = GameTiming.CurTime;
component.CancelledDoAfters.Add(id, doAfterMessage);
}
// TODO separate DoAfter & ActiveDoAfter components for the entity query.
public override void Update(float frameTime)
{
if (!GameTiming.IsFirstTimePredicted)
return;
// Currently this only predicts do afters initiated by the player.
// TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically
// ones that depend on the target not moving, because the cancellation of those do afters should be readily
// predictable by clients.
var playerEntity = _player.LocalPlayer?.ControlledEntity;
foreach (var (comp, xform) in EntityQuery<DoAfterComponent, TransformComponent>())
{
var doAfters = comp.DoAfters;
if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
return;
if (doAfters.Count == 0)
continue;
if (_metadata.EntityPaused(playerEntity.Value))
return;
var userGrid = xform.Coordinates;
var toRemove = new RemQueue<Shared.DoAfter.DoAfter>();
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
// If we've passed the final time (after the excess to show completion graphic) then remove.
if ((float)doAfter.Elapsed.TotalSeconds + (float)doAfter.CancelledElapsed.TotalSeconds >
doAfter.Delay + ExcessTime)
{
toRemove.Add(doAfter);
continue;
}
if (doAfter.Cancelled)
{
doAfter.CancelledElapsed = GameTiming.CurTime - doAfter.CancelledTime;
continue;
}
doAfter.Elapsed = GameTiming.CurTime - doAfter.StartTime;
// Well we finished so don't try to predict cancels.
if ((float)doAfter.Elapsed.TotalSeconds > doAfter.Delay)
continue;
// Predictions
if (comp.Owner != playerEntity)
continue;
// TODO: Add these back in when I work out some system for changing the accumulation rate
// based on ping. Right now these would show as cancelled near completion if we moved at the end
// despite succeeding.
continue;
if (doAfter.EventArgs.BreakOnUserMove)
{
if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.EventArgs.MovementThreshold))
{
Cancel(comp, id);
continue;
}
}
if (doAfter.EventArgs.BreakOnTargetMove)
{
if (!Deleted(doAfter.EventArgs.Target) &&
!Transform(doAfter.EventArgs.Target.Value).Coordinates.InRange(EntityManager,
doAfter.TargetGrid,
doAfter.EventArgs.MovementThreshold))
{
Cancel(comp, id);
continue;
}
}
}
foreach (var doAfter in toRemove)
{
Remove(comp, doAfter);
}
// Remove cancelled DoAfters after ExcessTime has elapsed
var toRemoveCancelled = new RemQueue<Shared.DoAfter.DoAfter>();
foreach (var (_, doAfter) in comp.CancelledDoAfters)
{
var cancelledElapsed = (float)doAfter.CancelledElapsed.TotalSeconds;
if (cancelledElapsed > ExcessTime)
toRemoveCancelled.Add(doAfter);
}
foreach (var doAfter in toRemoveCancelled)
{
Remove(comp, doAfter);
}
}
var time = GameTiming.CurTime;
var comp = Comp<DoAfterComponent>(playerEntity.Value);
var xformQuery = GetEntityQuery<TransformComponent>();
var handsQuery = GetEntityQuery<SharedHandsComponent>();
Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
}
}