Make DoAfters use DamageChangedMessage instead of an event (#3115)

This commit is contained in:
DrSmugleaf
2021-02-10 02:36:05 +01:00
committed by GitHub
parent 9a7e2ec5ff
commit 96e5e34084
6 changed files with 52 additions and 35 deletions

View File

@@ -2,7 +2,9 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components
{
@@ -40,6 +42,35 @@ namespace Content.Server.GameObjects.Components
return new DoAfterComponentState(toAdd);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case DamageChangedMessage msg:
if (DoAfters.Count == 0)
{
return;
}
if (!msg.TookDamage)
{
return;
}
foreach (var doAfter in _doAfters.Keys)
{
if (doAfter.EventArgs.BreakOnDamage)
{
doAfter.TookDamage = true;
}
}
break;
}
}
public void Add(DoAfter doAfter)
{
_doAfters.Add(doAfter, _runningIndex);

View File

@@ -4,7 +4,6 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
@@ -27,7 +26,7 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
public EntityCoordinates TargetGrid { get; }
private bool _tookDamage;
public bool TookDamage { get; set; }
public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
@@ -63,11 +62,6 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
AsTask = Tcs.Task;
}
public void HandleDamage(DamageChangedEventArgs args)
{
_tookDamage = true;
}
public void Run(float frameTime)
{
switch (Status)
@@ -130,7 +124,7 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
return true;
}
if (EventArgs.BreakOnDamage && _tookDamage)
if (EventArgs.BreakOnDamage && TookDamage)
{
return true;
}

View File

@@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
@@ -68,21 +67,9 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
// Caller's gonna be responsible for this I guess
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
IDamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
damageableComponent.HealthChangedEvent += doAfter.HandleDamage;
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.HealthChangedEvent -= doAfter.HandleDamage;
}
return doAfter.Status;
}
}

View File

@@ -31,5 +31,21 @@ namespace Content.Shared.GameObjects.Components.Damage
/// List containing data on each <see cref="DamageType"/> that was changed.
/// </summary>
public IReadOnlyList<DamageChangeData> Data { get; }
public bool TookDamage
{
get
{
foreach (var datum in Data)
{
if (datum.Delta > 0)
{
return true;
}
}
return false;
}
}
}
}

View File

@@ -39,8 +39,6 @@ namespace Content.Shared.GameObjects.Components.Damage
private readonly HashSet<DamageClass> _supportedClasses = new();
private DamageFlag _flags;
public event Action<DamageChangedEventArgs>? HealthChangedEvent;
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
[ViewVariables] public string DamageContainerId { get; set; } = default!;
@@ -460,7 +458,6 @@ namespace Content.Shared.GameObjects.Components.Damage
protected virtual void OnHealthChanged(DamageChangedEventArgs e)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
HealthChangedEvent?.Invoke(e);
var message = new DamageChangedMessage(this, e.Data);
SendMessage(message);

View File

@@ -9,14 +9,6 @@ namespace Content.Shared.GameObjects.Components.Damage
{
public interface IDamageableComponent : IComponent, IExAct
{
/// <summary>
/// Called when the entity's <see cref="IDamageableComponent"/> values change.
/// Of note is that a "deal 0 damage" call will still trigger this event
/// (including both damage negated by resistance or simply inputting 0 as
/// the amount of damage to deal).
/// </summary>
event Action<DamageChangedEventArgs> HealthChangedEvent;
/// <summary>
/// Sum of all damages taken.
/// </summary>