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>
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@@ -1,8 +1,6 @@
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using System.Threading;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.DoAfter;
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using Content.Server.Doors.Systems;
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using Content.Server.Magic.Events;
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using Content.Server.Weapons.Ranged.Systems;
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@@ -13,6 +11,7 @@ using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Magic;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Spawners.Components;
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@@ -42,7 +41,7 @@ public sealed class MagicSystem : EntitySystem
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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@@ -54,7 +53,7 @@ public sealed class MagicSystem : EntitySystem
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SubscribeLocalEvent<SpellbookComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<SpellbookComponent, DoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
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SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
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@@ -111,16 +110,15 @@ public sealed class MagicSystem : EntitySystem
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private void AttemptLearn(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
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{
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var doAfterEventArgs = new DoAfterEventArgs(args.User, component.LearnTime, target:uid)
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var doAfterEventArgs = new DoAfterArgs(args.User, component.LearnTime, new SpellbookDoAfterEvent(), uid, target: uid)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true,
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NeedHand = true //What, are you going to read with your eyes only??
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};
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_doAfter.DoAfter(doAfterEventArgs);
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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#region Spells
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