DoAfter Refactor (#13225)

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
keronshb
2023-02-24 19:01:25 -05:00
committed by GitHub
parent 7a9baa79c2
commit 9ebb452a3c
129 changed files with 2624 additions and 4132 deletions

View File

@@ -0,0 +1,385 @@
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs;
using Content.Shared.Stunnable;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.DoAfter;
public abstract class SharedDoAfterSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
// We cache the list as to not allocate every update tick...
private readonly Queue<DoAfter> _pending = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
}
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)
{
Cancel(uid, doAfter, 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;
foreach (var doAfter in component.DoAfters.Values)
{
if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
Cancel(uid, doAfter, component);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
{
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);
}
}
}
}
/// <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>
/// <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;
}
/// <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
/// </summary>
/// <param name="eventArgs">The DoAfterEventArgs</param>
/// <param name="data">The extra data sent over </param>
public void DoAfter<T>(DoAfterEventArgs eventArgs, T data)
{
var doAfter = CreateDoAfter(eventArgs);
doAfter.Done = cancelled => { Send(data, cancelled, eventArgs); };
}
/// <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); };
return doAfter;
}
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
{
// Setup
eventArgs.CancelToken = new CancellationToken();
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)
{
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)
return false;
return true;
}
private bool IsCancelled(DoAfter doAfter)
{
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;
}
public void Cancel(EntityUid entity, DoAfter doAfter, DoAfterComponent? comp = null)
{
if (!Resolve(entity, ref comp, false))
return;
if (comp.CancelledDoAfters.ContainsKey(doAfter.ID))
return;
if (!comp.DoAfters.ContainsKey(doAfter.ID))
return;
doAfter.Cancelled = true;
doAfter.CancelledTime = GameTiming.CurTime;
var doAfterMessage = comp.DoAfters[doAfter.ID];
comp.CancelledDoAfters.Add(doAfter.ID, doAfterMessage);
if (doAfter.Status == DoAfterStatus.Running)
{
doAfter.Tcs.SetResult(DoAfterStatus.Cancelled);
}
}
/// <summary>
/// Send the DoAfter event, used where you don't need any extra data to send.
/// </summary>
/// <param name="cancelled"></param>
/// <param name="args"></param>
private void Send(bool cancelled, DoAfterEventArgs args)
{
var ev = new DoAfterEvent(cancelled, args);
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)
{
var ev = new DoAfterEvent<T>(data, cancelled, args);
RaiseDoAfterEvent(ev, args);
}
private void RaiseDoAfterEvent<TEvent>(TEvent ev, DoAfterEventArgs args) where TEvent : notnull
{
if (EntityManager.EntityExists(args.User) && args.RaiseOnUser)
RaiseLocalEvent(args.User, ev, args.Broadcast);
if (args.Target is { } target && EntityManager.EntityExists(target) && args.RaiseOnTarget)
RaiseLocalEvent(target, ev, args.Broadcast);
if (args.Used is { } used && EntityManager.EntityExists(used) && args.RaiseOnUsed)
RaiseLocalEvent(used, ev, args.Broadcast);
}
}