DoAfter Refactor (#13225)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
385
Content.Shared/DoAfter/SharedDoAfterSystem.cs
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385
Content.Shared/DoAfter/SharedDoAfterSystem.cs
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Stunnable;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Shared.DoAfter;
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public abstract class SharedDoAfterSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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// We cache the list as to not allocate every update tick...
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private readonly Queue<DoAfter> _pending = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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}
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private void Add(EntityUid entity, DoAfterComponent component, DoAfter doAfter)
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{
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doAfter.ID = component.RunningIndex;
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doAfter.Delay = doAfter.EventArgs.Delay;
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component.DoAfters.Add(component.RunningIndex, doAfter);
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EnsureComp<ActiveDoAfterComponent>(entity);
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component.RunningIndex++;
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Dirty(component);
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
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{
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args.State = new DoAfterComponentState(component.DoAfters);
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}
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private void Cancelled(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.TryGetValue(doAfter.ID, out var index))
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return;
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component.DoAfters.Remove(doAfter.ID);
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if (component.DoAfters.Count == 0)
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RemComp<ActiveDoAfterComponent>(component.Owner);
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RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index.ID));
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}
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/// <summary>
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/// Call when the particular DoAfter is finished.
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/// Client should be tracking this independently.
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/// </summary>
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private void Finished(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.ContainsKey(doAfter.ID))
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return;
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component.DoAfters.Remove(doAfter.ID);
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if (component.DoAfters.Count == 0)
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RemComp<ActiveDoAfterComponent>(component.Owner);
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}
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private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
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return;
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foreach (var (_, doAfter) in component.DoAfters)
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{
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Cancel(uid, doAfter, component);
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}
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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/// <param name="uid">The EntityUID of the user</param>
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/// <param name="component"></param>
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/// <param name="args"></param>
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private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
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{
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
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return;
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foreach (var doAfter in component.DoAfters.Values)
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{
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if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
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Cancel(uid, doAfter, component);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
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{
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foreach (var doAfter in comp.DoAfters.Values.ToArray())
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{
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Run(comp.Owner, comp, doAfter);
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switch (doAfter.Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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_pending.Enqueue(doAfter);
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break;
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case DoAfterStatus.Finished:
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_pending.Enqueue(doAfter);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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while (_pending.TryDequeue(out var doAfter))
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{
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if (doAfter.Status == DoAfterStatus.Cancelled)
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{
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Cancelled(comp, doAfter);
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if (doAfter.Done != null)
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doAfter.Done(true);
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}
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if (doAfter.Status == DoAfterStatus.Finished)
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{
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Finished(comp, doAfter);
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if (doAfter.Done != null)
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doAfter.Done(false);
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}
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}
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}
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}
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/// <summary>
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/// Tasks that are delayed until the specified time has passed
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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[Obsolete("Use the synchronous version instead, DoAfter")]
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
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{
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var doAfter = CreateDoAfter(eventArgs);
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await doAfter.AsTask;
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return doAfter.Status;
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}
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/// <summary>
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/// Creates a DoAfter without waiting for it to finish. You can use events with this.
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// Use this when you need to send extra data with the DoAfter
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/// </summary>
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/// <param name="eventArgs">The DoAfterEventArgs</param>
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/// <param name="data">The extra data sent over </param>
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public void DoAfter<T>(DoAfterEventArgs eventArgs, T data)
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{
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var doAfter = CreateDoAfter(eventArgs);
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doAfter.Done = cancelled => { Send(data, cancelled, eventArgs); };
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}
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/// <summary>
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/// Creates a DoAfter without waiting for it to finish. You can use events with this.
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// Use this if you don't have any extra data to send with the DoAfter
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/// </summary>
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/// <param name="eventArgs">The DoAfterEventArgs</param>
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public DoAfter DoAfter(DoAfterEventArgs eventArgs)
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{
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var doAfter = CreateDoAfter(eventArgs);
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doAfter.Done = cancelled => { Send(cancelled, eventArgs); };
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return doAfter;
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}
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private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
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{
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// Setup
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eventArgs.CancelToken = new CancellationToken();
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var doAfter = new DoAfter(eventArgs, EntityManager);
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// Caller's gonna be responsible for this I guess
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var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
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doAfter.ID = doAfterComponent.RunningIndex;
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doAfter.StartTime = GameTiming.CurTime;
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Add(eventArgs.User, doAfterComponent, doAfter);
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return doAfter;
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}
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private void Run(EntityUid entity, DoAfterComponent comp, DoAfter doAfter)
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{
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switch (doAfter.Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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case DoAfterStatus.Finished:
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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doAfter.Elapsed = GameTiming.CurTime - doAfter.StartTime;
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if (IsFinished(doAfter))
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{
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if (!TryPostCheck(doAfter))
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{
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Cancel(entity, doAfter, comp);
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}
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else
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{
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doAfter.Tcs.SetResult(DoAfterStatus.Finished);
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}
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return;
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}
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if (IsCancelled(doAfter))
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{
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Cancel(entity, doAfter, comp);
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}
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}
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private bool TryPostCheck(DoAfter doAfter)
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{
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return doAfter.EventArgs.PostCheck?.Invoke() != false;
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}
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private bool IsFinished(DoAfter doAfter)
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{
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var delay = TimeSpan.FromSeconds(doAfter.EventArgs.Delay);
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if (doAfter.Elapsed <= delay)
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return false;
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return true;
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}
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private bool IsCancelled(DoAfter doAfter)
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{
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var eventArgs = doAfter.EventArgs;
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var xForm = GetEntityQuery<TransformComponent>();
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if (!Exists(eventArgs.User) || eventArgs.Target is { } target && !Exists(target))
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return true;
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if (eventArgs.CancelToken.IsCancellationRequested)
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return true;
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//TODO: Handle Inertia in space
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if (eventArgs.BreakOnUserMove && !xForm.GetComponent(eventArgs.User).Coordinates
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.InRange(EntityManager, doAfter.UserGrid, eventArgs.MovementThreshold))
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return true;
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if (eventArgs.Target != null && eventArgs.BreakOnTargetMove && !xForm.GetComponent(eventArgs.Target!.Value)
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.Coordinates.InRange(EntityManager, doAfter.TargetGrid, eventArgs.MovementThreshold))
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return true;
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if (eventArgs.ExtraCheck != null && !eventArgs.ExtraCheck.Invoke())
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return true;
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if (eventArgs.BreakOnStun && HasComp<StunnedComponent>(eventArgs.User))
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return true;
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if (eventArgs.NeedHand)
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{
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if (!TryComp<SharedHandsComponent>(eventArgs.User, out var handsComp))
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{
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//TODO: Figure out active hand and item values
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// If we had a hand but no longer have it that's still a paddlin'
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if (doAfter.ActiveHand != null)
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return true;
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}
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else
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{
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var currentActiveHand = handsComp.ActiveHand?.Name;
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if (doAfter.ActiveHand != currentActiveHand)
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return true;
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var currentItem = handsComp.ActiveHandEntity;
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if (doAfter.ActiveItem != currentItem)
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return true;
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}
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}
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if (eventArgs.DistanceThreshold != null)
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{
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var userXform = xForm.GetComponent(eventArgs.User);
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if (eventArgs.Target != null && !eventArgs.User.Equals(eventArgs.Target))
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{
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//recalculate Target location in case Target has also moved
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var targetCoords = xForm.GetComponent(eventArgs.Target.Value).Coordinates;
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if (!userXform.Coordinates.InRange(EntityManager, targetCoords, eventArgs.DistanceThreshold.Value))
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return true;
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}
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if (eventArgs.Used != null)
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{
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var usedCoords = xForm.GetComponent(eventArgs.Used.Value).Coordinates;
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if (!userXform.Coordinates.InRange(EntityManager, usedCoords, eventArgs.DistanceThreshold.Value))
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return true;
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}
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}
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return false;
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}
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public void Cancel(EntityUid entity, DoAfter doAfter, DoAfterComponent? comp = null)
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{
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if (!Resolve(entity, ref comp, false))
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return;
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if (comp.CancelledDoAfters.ContainsKey(doAfter.ID))
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return;
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if (!comp.DoAfters.ContainsKey(doAfter.ID))
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return;
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doAfter.Cancelled = true;
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doAfter.CancelledTime = GameTiming.CurTime;
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var doAfterMessage = comp.DoAfters[doAfter.ID];
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comp.CancelledDoAfters.Add(doAfter.ID, doAfterMessage);
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if (doAfter.Status == DoAfterStatus.Running)
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{
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doAfter.Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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}
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/// <summary>
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/// Send the DoAfter event, used where you don't need any extra data to send.
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/// </summary>
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/// <param name="cancelled"></param>
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/// <param name="args"></param>
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private void Send(bool cancelled, DoAfterEventArgs args)
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{
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var ev = new DoAfterEvent(cancelled, args);
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RaiseDoAfterEvent(ev, args);
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}
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/// <summary>
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/// Send the DoAfter event, used where you need extra data to send
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/// </summary>
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/// <param name="data"></param>
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/// <param name="cancelled"></param>
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/// <param name="args"></param>
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/// <typeparam name="T"></typeparam>
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private void Send<T>(T data, bool cancelled, DoAfterEventArgs args)
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{
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var ev = new DoAfterEvent<T>(data, cancelled, args);
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RaiseDoAfterEvent(ev, args);
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}
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private void RaiseDoAfterEvent<TEvent>(TEvent ev, DoAfterEventArgs args) where TEvent : notnull
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{
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if (EntityManager.EntityExists(args.User) && args.RaiseOnUser)
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RaiseLocalEvent(args.User, ev, args.Broadcast);
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if (args.Target is { } target && EntityManager.EntityExists(target) && args.RaiseOnTarget)
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RaiseLocalEvent(target, ev, args.Broadcast);
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if (args.Used is { } used && EntityManager.EntityExists(used) && args.RaiseOnUsed)
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RaiseLocalEvent(used, ev, args.Broadcast);
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}
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}
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