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:
@@ -1,405 +1,361 @@
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Mobs;
|
||||
using Content.Shared.Stunnable;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.DoAfter;
|
||||
|
||||
public abstract class SharedDoAfterSystem : EntitySystem
|
||||
public abstract partial class SharedDoAfterSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
// We cache the list as to not allocate every update tick...
|
||||
private readonly Queue<DoAfter> _pending = new();
|
||||
/// <summary>
|
||||
/// We'll use an excess time so stuff like finishing effects can show.
|
||||
/// </summary>
|
||||
private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
|
||||
SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
|
||||
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
|
||||
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
|
||||
}
|
||||
|
||||
public bool DoAfterExists(EntityUid uid, DoAfter doAFter, DoAfterComponent? component = null)
|
||||
=> DoAfterExists(uid, doAFter.ID, component);
|
||||
|
||||
public bool DoAfterExists(EntityUid uid, byte id, DoAfterComponent? component = null)
|
||||
private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return false;
|
||||
foreach (var doAfter in component.DoAfters.Values)
|
||||
{
|
||||
doAfter.StartTime += args.PausedTime;
|
||||
if (doAfter.CancelledTime != null)
|
||||
doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
|
||||
}
|
||||
|
||||
return component.DoAfters.ContainsKey(id);
|
||||
}
|
||||
|
||||
private void Add(EntityUid entity, DoAfterComponent component, DoAfter doAfter)
|
||||
{
|
||||
doAfter.ID = component.RunningIndex;
|
||||
doAfter.Delay = doAfter.EventArgs.Delay;
|
||||
component.DoAfters.Add(component.RunningIndex, doAfter);
|
||||
EnsureComp<ActiveDoAfterComponent>(entity);
|
||||
component.RunningIndex++;
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new DoAfterComponentState(component.DoAfters);
|
||||
}
|
||||
|
||||
private void Cancelled(DoAfterComponent component, DoAfter doAfter)
|
||||
{
|
||||
if (!component.DoAfters.TryGetValue(doAfter.ID, out var index))
|
||||
return;
|
||||
|
||||
component.DoAfters.Remove(doAfter.ID);
|
||||
|
||||
if (component.DoAfters.Count == 0)
|
||||
RemComp<ActiveDoAfterComponent>(component.Owner);
|
||||
|
||||
RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index.ID));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call when the particular DoAfter is finished.
|
||||
/// Client should be tracking this independently.
|
||||
/// </summary>
|
||||
private void Finished(DoAfterComponent component, DoAfter doAfter)
|
||||
{
|
||||
if (!component.DoAfters.ContainsKey(doAfter.ID))
|
||||
return;
|
||||
|
||||
component.DoAfters.Remove(doAfter.ID);
|
||||
|
||||
if (component.DoAfters.Count == 0)
|
||||
RemComp<ActiveDoAfterComponent>(component.Owner);
|
||||
}
|
||||
|
||||
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
|
||||
{
|
||||
if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
|
||||
return;
|
||||
|
||||
foreach (var (_, doAfter) in component.DoAfters)
|
||||
foreach (var doAfter in component.DoAfters.Values)
|
||||
{
|
||||
Cancel(uid, doAfter, component);
|
||||
InternalCancel(doAfter, component);
|
||||
}
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancels DoAfter if it breaks on damage and it meets the threshold
|
||||
/// </summary>
|
||||
/// <param name="uid">The EntityUID of the user</param>
|
||||
/// <param name="component"></param>
|
||||
/// <param name="args"></param>
|
||||
private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
|
||||
{
|
||||
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
|
||||
return;
|
||||
|
||||
var delta = args.DamageDelta?.Total;
|
||||
|
||||
var dirty = false;
|
||||
foreach (var doAfter in component.DoAfters.Values)
|
||||
{
|
||||
if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
|
||||
Cancel(uid, doAfter, component);
|
||||
if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
|
||||
{
|
||||
InternalCancel(doAfter, component);
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (dirty)
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
var ev = doAfter.Args.Event;
|
||||
ev.DoAfter = doAfter;
|
||||
|
||||
foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
|
||||
{
|
||||
//Don't run the doafter if its comp or owner is deleted.
|
||||
if (EntityManager.Deleted(comp.Owner) || comp.Deleted)
|
||||
continue;
|
||||
if (Exists(doAfter.Args.EventTarget))
|
||||
RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
|
||||
else if (doAfter.Args.Broadcast)
|
||||
RaiseLocalEvent((object)ev);
|
||||
|
||||
foreach (var doAfter in comp.DoAfters.Values.ToArray())
|
||||
{
|
||||
Run(comp.Owner, comp, doAfter);
|
||||
|
||||
switch (doAfter.Status)
|
||||
{
|
||||
case DoAfterStatus.Running:
|
||||
break;
|
||||
case DoAfterStatus.Cancelled:
|
||||
_pending.Enqueue(doAfter);
|
||||
break;
|
||||
case DoAfterStatus.Finished:
|
||||
_pending.Enqueue(doAfter);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
while (_pending.TryDequeue(out var doAfter))
|
||||
{
|
||||
if (doAfter.Status == DoAfterStatus.Cancelled)
|
||||
{
|
||||
Cancelled(comp, doAfter);
|
||||
|
||||
if (doAfter.Done != null)
|
||||
doAfter.Done(true);
|
||||
}
|
||||
|
||||
if (doAfter.Status == DoAfterStatus.Finished)
|
||||
{
|
||||
Finished(comp, doAfter);
|
||||
|
||||
if (doAfter.Done != null)
|
||||
doAfter.Done(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
|
||||
tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
|
||||
}
|
||||
|
||||
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new DoAfterComponentState(comp);
|
||||
}
|
||||
|
||||
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not DoAfterComponentState state)
|
||||
return;
|
||||
|
||||
// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
|
||||
// the contents of the do-after data are correct. So this just takes the brute force approach and completely
|
||||
// overwrites the state.
|
||||
|
||||
comp.DoAfters.Clear();
|
||||
foreach (var (id, doAfter) in state.DoAfters)
|
||||
{
|
||||
comp.DoAfters.Add(id, new(doAfter));
|
||||
}
|
||||
|
||||
comp.NextId = state.NextId;
|
||||
DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
|
||||
|
||||
if (comp.DoAfters.Count == 0)
|
||||
RemCompDeferred<ActiveDoAfterComponent>(uid);
|
||||
else
|
||||
EnsureComp<ActiveDoAfterComponent>(uid);
|
||||
}
|
||||
|
||||
|
||||
#region Creation
|
||||
/// <summary>
|
||||
/// Tasks that are delayed until the specified time has passed
|
||||
/// These can be potentially cancelled by the user moving or when other things happen.
|
||||
/// </summary>
|
||||
/// <param name="eventArgs"></param>
|
||||
// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
|
||||
[Obsolete("Use the synchronous version instead.")]
|
||||
public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
|
||||
{
|
||||
if (!Resolve(doAfter.User, ref component))
|
||||
return DoAfterStatus.Cancelled;
|
||||
|
||||
if (!TryStartDoAfter(doAfter, out var id, component))
|
||||
return DoAfterStatus.Cancelled;
|
||||
|
||||
var tcs = new TaskCompletionSource<DoAfterStatus>();
|
||||
component.AwaitedDoAfters.Add(id.Value.Index, tcs);
|
||||
return await tcs.Task;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
|
||||
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
|
||||
/// </summary>
|
||||
/// <param name="args">The DoAfter arguments</param>
|
||||
/// <param name="component">The user's DoAfter component</param>
|
||||
/// <returns></returns>
|
||||
[Obsolete("Use the synchronous version instead, DoAfter")]
|
||||
public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
var doAfter = CreateDoAfter(eventArgs);
|
||||
|
||||
await doAfter.AsTask;
|
||||
|
||||
return doAfter.Status;
|
||||
}
|
||||
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
|
||||
=> TryStartDoAfter(args, out _, component);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
|
||||
/// These can be potentially cancelled by the user moving or when other things happen.
|
||||
/// Use this when you need to send extra data with the DoAfter
|
||||
/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
|
||||
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
|
||||
/// </summary>
|
||||
/// <param name="eventArgs">The DoAfterEventArgs</param>
|
||||
/// <param name="data">The extra data sent over </param>
|
||||
public DoAfter DoAfter<T>(DoAfterEventArgs eventArgs, T data)
|
||||
/// <param name="args">The DoAfter arguments</param>
|
||||
/// <param name="id">The Id of the newly started DoAfter</param>
|
||||
/// <param name="comp">The user's DoAfter component</param>
|
||||
/// <returns></returns>
|
||||
public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
|
||||
{
|
||||
var doAfter = CreateDoAfter(eventArgs);
|
||||
doAfter.Done = cancelled => { Send(data, cancelled, eventArgs, doAfter.ID); };
|
||||
return doAfter;
|
||||
}
|
||||
DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
|
||||
DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
|
||||
|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
|
||||
$"Do after event is not serializable. Event: {args.Event.GetType()}");
|
||||
|
||||
/// <summary>
|
||||
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
|
||||
/// These can be potentially cancelled by the user moving or when other things happen.
|
||||
/// Use this if you don't have any extra data to send with the DoAfter
|
||||
/// </summary>
|
||||
/// <param name="eventArgs">The DoAfterEventArgs</param>
|
||||
public DoAfter DoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
var doAfter = CreateDoAfter(eventArgs);
|
||||
doAfter.Done = cancelled => { Send(cancelled, eventArgs, doAfter.ID); };
|
||||
return doAfter;
|
||||
}
|
||||
|
||||
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
// Setup
|
||||
var doAfter = new DoAfter(eventArgs, EntityManager);
|
||||
// Caller's gonna be responsible for this I guess
|
||||
var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
|
||||
doAfter.ID = doAfterComponent.RunningIndex;
|
||||
doAfter.StartTime = GameTiming.CurTime;
|
||||
Add(eventArgs.User, doAfterComponent, doAfter);
|
||||
return doAfter;
|
||||
}
|
||||
|
||||
private void Run(EntityUid entity, DoAfterComponent comp, DoAfter doAfter)
|
||||
{
|
||||
switch (doAfter.Status)
|
||||
if (!Resolve(args.User, ref comp))
|
||||
{
|
||||
case DoAfterStatus.Running:
|
||||
break;
|
||||
case DoAfterStatus.Cancelled:
|
||||
case DoAfterStatus.Finished:
|
||||
return;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
doAfter.Elapsed = GameTiming.CurTime - doAfter.StartTime;
|
||||
|
||||
if (IsFinished(doAfter))
|
||||
{
|
||||
if (!TryPostCheck(doAfter))
|
||||
{
|
||||
Cancel(entity, doAfter, comp);
|
||||
}
|
||||
else
|
||||
{
|
||||
doAfter.Tcs.SetResult(DoAfterStatus.Finished);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsCancelled(doAfter))
|
||||
{
|
||||
Cancel(entity, doAfter, comp);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryPostCheck(DoAfter doAfter)
|
||||
{
|
||||
return doAfter.EventArgs.PostCheck?.Invoke() != false;
|
||||
}
|
||||
|
||||
private bool IsFinished(DoAfter doAfter)
|
||||
{
|
||||
var delay = TimeSpan.FromSeconds(doAfter.EventArgs.Delay);
|
||||
|
||||
if (doAfter.Elapsed <= delay)
|
||||
Logger.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
|
||||
id = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Duplicate blocking & cancellation.
|
||||
if (!ProcessDuplicates(args, comp))
|
||||
{
|
||||
id = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
id = new DoAfterId(args.User, comp.NextId++);
|
||||
var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
|
||||
|
||||
if (args.BreakOnUserMove)
|
||||
doAfter.UserPosition = Transform(args.User).Coordinates;
|
||||
|
||||
if (args.Target != null && args.BreakOnTargetMove)
|
||||
// Target should never be null if the bool is set.
|
||||
doAfter.TargetPosition = Transform(args.Target.Value).Coordinates;
|
||||
|
||||
// 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 (!TryComp(args.User, out SharedHandsComponent? handsComponent))
|
||||
return false;
|
||||
|
||||
doAfter.InitialHand = handsComponent.ActiveHand?.Name;
|
||||
doAfter.InitialItem = handsComponent.ActiveHandEntity;
|
||||
}
|
||||
|
||||
// Inital checks
|
||||
if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<SharedHandsComponent>()))
|
||||
return false;
|
||||
|
||||
if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
|
||||
return false;
|
||||
|
||||
if (args.Delay <= TimeSpan.Zero)
|
||||
{
|
||||
RaiseDoAfterEvents(doAfter, comp);
|
||||
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
|
||||
return true;
|
||||
}
|
||||
|
||||
comp.DoAfters.Add(doAfter.Index, doAfter);
|
||||
EnsureComp<ActiveDoAfterComponent>(args.User);
|
||||
Dirty(comp);
|
||||
args.Event.DoAfter = doAfter;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
|
||||
/// </summary>
|
||||
private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
|
||||
{
|
||||
var blocked = false;
|
||||
foreach (var existing in component.DoAfters.Values)
|
||||
{
|
||||
if (existing.Cancelled || existing.Completed)
|
||||
continue;
|
||||
|
||||
if (!IsDuplicate(existing.Args, args))
|
||||
continue;
|
||||
|
||||
blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
|
||||
|
||||
if (args.CancelDuplicate || existing.Args.CancelDuplicate)
|
||||
Cancel(args.User, existing.Index, component);
|
||||
}
|
||||
|
||||
return !blocked;
|
||||
}
|
||||
|
||||
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
|
||||
{
|
||||
if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
|
||||
return true;
|
||||
|
||||
if (args.DuplicateCondition == otherArgs.DuplicateCondition)
|
||||
return false;
|
||||
|
||||
return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
|
||||
}
|
||||
|
||||
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
|
||||
{
|
||||
if ((conditions & DuplicateConditions.SameTarget) != 0
|
||||
&& args.Target != otherArgs.Target)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((conditions & DuplicateConditions.SameTool) != 0
|
||||
&& args.Used != otherArgs.Used)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((conditions & DuplicateConditions.SameEvent) != 0
|
||||
&& args.Event.GetType() != otherArgs.Event.GetType())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsCancelled(DoAfter doAfter)
|
||||
#endregion
|
||||
|
||||
#region Cancellation
|
||||
/// <summary>
|
||||
/// Cancels an active DoAfter.
|
||||
/// </summary>
|
||||
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
|
||||
{
|
||||
var eventArgs = doAfter.EventArgs;
|
||||
var xForm = GetEntityQuery<TransformComponent>();
|
||||
|
||||
if (!Exists(eventArgs.User) || eventArgs.Target is { } target && !Exists(target))
|
||||
return true;
|
||||
|
||||
if (eventArgs.CancelToken.IsCancellationRequested)
|
||||
return true;
|
||||
|
||||
//TODO: Handle Inertia in space
|
||||
if (eventArgs.BreakOnUserMove && !xForm.GetComponent(eventArgs.User).Coordinates
|
||||
.InRange(EntityManager, doAfter.UserGrid, eventArgs.MovementThreshold))
|
||||
return true;
|
||||
|
||||
if (eventArgs.Target != null && eventArgs.BreakOnTargetMove && !xForm.GetComponent(eventArgs.Target!.Value)
|
||||
.Coordinates.InRange(EntityManager, doAfter.TargetGrid, eventArgs.MovementThreshold))
|
||||
return true;
|
||||
|
||||
if (eventArgs.ExtraCheck != null && !eventArgs.ExtraCheck.Invoke())
|
||||
return true;
|
||||
|
||||
if (eventArgs.BreakOnStun && HasComp<StunnedComponent>(eventArgs.User))
|
||||
return true;
|
||||
|
||||
if (eventArgs.NeedHand)
|
||||
{
|
||||
if (!TryComp<SharedHandsComponent>(eventArgs.User, out var handsComp))
|
||||
{
|
||||
//TODO: Figure out active hand and item values
|
||||
|
||||
// If we had a hand but no longer have it that's still a paddlin'
|
||||
if (doAfter.ActiveHand != null)
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentActiveHand = handsComp.ActiveHand?.Name;
|
||||
if (doAfter.ActiveHand != currentActiveHand)
|
||||
return true;
|
||||
|
||||
var currentItem = handsComp.ActiveHandEntity;
|
||||
if (doAfter.ActiveItem != currentItem)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (eventArgs.DistanceThreshold != null)
|
||||
{
|
||||
var userXform = xForm.GetComponent(eventArgs.User);
|
||||
|
||||
if (eventArgs.Target != null && !eventArgs.User.Equals(eventArgs.Target))
|
||||
{
|
||||
//recalculate Target location in case Target has also moved
|
||||
var targetCoords = xForm.GetComponent(eventArgs.Target.Value).Coordinates;
|
||||
if (!userXform.Coordinates.InRange(EntityManager, targetCoords, eventArgs.DistanceThreshold.Value))
|
||||
return true;
|
||||
}
|
||||
|
||||
if (eventArgs.Used != null)
|
||||
{
|
||||
var usedCoords = xForm.GetComponent(eventArgs.Used.Value).Coordinates;
|
||||
if (!userXform.Coordinates.InRange(EntityManager, usedCoords, eventArgs.DistanceThreshold.Value))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
if (id != null)
|
||||
Cancel(id.Value.Uid, id.Value.Index, comp);
|
||||
}
|
||||
|
||||
public void Cancel(EntityUid entity, DoAfter doAfter, DoAfterComponent? comp = null)
|
||||
/// <summary>
|
||||
/// Cancels an active DoAfter.
|
||||
/// </summary>
|
||||
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
||||
{
|
||||
if (!Resolve(entity, ref comp, false))
|
||||
return;
|
||||
|
||||
if (comp.CancelledDoAfters.ContainsKey(doAfter.ID))
|
||||
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
||||
{
|
||||
Logger.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
|
||||
return;
|
||||
}
|
||||
|
||||
InternalCancel(doAfter, comp);
|
||||
Dirty(comp);
|
||||
}
|
||||
|
||||
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
|
||||
{
|
||||
if (doAfter.Cancelled || doAfter.Completed)
|
||||
return;
|
||||
|
||||
if (!comp.DoAfters.ContainsKey(doAfter.ID))
|
||||
return;
|
||||
|
||||
doAfter.Cancelled = true;
|
||||
// Caller is responsible for dirtying the component.
|
||||
doAfter.CancelledTime = GameTiming.CurTime;
|
||||
RaiseDoAfterEvents(doAfter, component);
|
||||
}
|
||||
#endregion
|
||||
|
||||
var doAfterMessage = comp.DoAfters[doAfter.ID];
|
||||
comp.CancelledDoAfters.Add(doAfter.ID, doAfterMessage);
|
||||
|
||||
if (doAfter.Status == DoAfterStatus.Running)
|
||||
{
|
||||
doAfter.Tcs.SetResult(DoAfterStatus.Cancelled);
|
||||
}
|
||||
#region Query
|
||||
/// <summary>
|
||||
/// Returns the current status of a DoAfter
|
||||
/// </summary>
|
||||
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
|
||||
{
|
||||
if (id != null)
|
||||
return GetStatus(id.Value.Uid, id.Value.Index, comp);
|
||||
else
|
||||
return DoAfterStatus.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send the DoAfter event, used where you don't need any extra data to send.
|
||||
/// Returns the current status of a DoAfter
|
||||
/// </summary>
|
||||
/// <param name="cancelled"></param>
|
||||
/// <param name="args"></param>
|
||||
private void Send(bool cancelled, DoAfterEventArgs args, byte Id)
|
||||
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
||||
{
|
||||
var ev = new DoAfterEvent(cancelled, args, Id);
|
||||
if (!Resolve(entity, ref comp, false))
|
||||
return DoAfterStatus.Invalid;
|
||||
|
||||
RaiseDoAfterEvent(ev, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send the DoAfter event, used where you need extra data to send
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="cancelled"></param>
|
||||
/// <param name="args"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
private void Send<T>(T data, bool cancelled, DoAfterEventArgs args, byte id)
|
||||
{
|
||||
var ev = new DoAfterEvent<T>(data, cancelled, args, id);
|
||||
|
||||
RaiseDoAfterEvent(ev, args);
|
||||
}
|
||||
|
||||
private void RaiseDoAfterEvent<TEvent>(TEvent ev, DoAfterEventArgs args) where TEvent : notnull
|
||||
{
|
||||
if (args.RaiseOnUser && Exists(args.User))
|
||||
RaiseLocalEvent(args.User, ev, args.Broadcast);
|
||||
|
||||
if (args.RaiseOnTarget && args.Target is { } target && Exists(target))
|
||||
{
|
||||
DebugTools.Assert(!args.RaiseOnUser || args.Target != args.User);
|
||||
DebugTools.Assert(!args.RaiseOnUsed || args.Target != args.Used);
|
||||
RaiseLocalEvent(target, ev, args.Broadcast);
|
||||
}
|
||||
|
||||
if (args.RaiseOnUsed && args.Used is { } used && Exists(used))
|
||||
{
|
||||
DebugTools.Assert(!args.RaiseOnUser || args.Used != args.User);
|
||||
RaiseLocalEvent(used, ev, args.Broadcast);
|
||||
}
|
||||
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
||||
return DoAfterStatus.Invalid;
|
||||
|
||||
if (doAfter.Cancelled)
|
||||
return DoAfterStatus.Cancelled;
|
||||
|
||||
if (GameTiming.CurTime - doAfter.StartTime < doAfter.Args.Delay)
|
||||
return DoAfterStatus.Running;
|
||||
|
||||
// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
|
||||
// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
|
||||
// networking whether a do-after has raised its events or not.
|
||||
return DoAfterStatus.Finished;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user