Make DoAfter visible to all (#2183)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -3,10 +3,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Client.GameObjects.EntitySystems.DoAfter;
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -19,62 +16,112 @@ namespace Content.Client.GameObjects.Components
|
||||
{
|
||||
public override string Name => "DoAfter";
|
||||
|
||||
public IReadOnlyDictionary<byte, DoAfterMessage> DoAfters => _doAfters;
|
||||
private readonly Dictionary<byte, DoAfterMessage> _doAfters = new Dictionary<byte, DoAfterMessage>();
|
||||
public IReadOnlyDictionary<byte, ClientDoAfter> DoAfters => _doAfters;
|
||||
private readonly Dictionary<byte, ClientDoAfter> _doAfters = new Dictionary<byte, ClientDoAfter>();
|
||||
|
||||
public readonly List<(TimeSpan CancelTime, DoAfterMessage Message)> CancelledDoAfters =
|
||||
new List<(TimeSpan CancelTime, DoAfterMessage Message)>();
|
||||
public readonly List<(TimeSpan CancelTime, ClientDoAfter Message)> CancelledDoAfters =
|
||||
new List<(TimeSpan CancelTime, ClientDoAfter Message)>();
|
||||
|
||||
public DoAfterGui? Gui { get; set; }
|
||||
|
||||
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
|
||||
{
|
||||
base.HandleNetworkMessage(message, netChannel, session);
|
||||
switch (message)
|
||||
{
|
||||
case DoAfterMessage msg:
|
||||
_doAfters.Add(msg.ID, msg);
|
||||
EntitySystem.Get<DoAfterSystem>().Gui?.AddDoAfter(msg);
|
||||
break;
|
||||
case CancelledDoAfterMessage msg:
|
||||
Cancel(msg.ID);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
||||
public override void OnAdd()
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
switch (message)
|
||||
base.OnAdd();
|
||||
Enable();
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
Disable();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For handling PVS so we dispose of controls if they go out of range
|
||||
/// </summary>
|
||||
public void Enable()
|
||||
{
|
||||
if (Gui != null && !Gui.Disposed)
|
||||
return;
|
||||
|
||||
Gui = new DoAfterGui {AttachedEntity = Owner};
|
||||
|
||||
foreach (var (_, doAfter) in _doAfters)
|
||||
{
|
||||
case PlayerDetachedMsg _:
|
||||
_doAfters.Clear();
|
||||
CancelledDoAfters.Clear();
|
||||
break;
|
||||
Gui.AddDoAfter(doAfter);
|
||||
}
|
||||
|
||||
foreach (var (_, cancelled) in CancelledDoAfters)
|
||||
{
|
||||
Gui.CancelDoAfter(cancelled.ID);
|
||||
}
|
||||
}
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
Gui?.Dispose();
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (!(curState is DoAfterComponentState state))
|
||||
return;
|
||||
|
||||
_doAfters.Clear();
|
||||
|
||||
foreach (var doAfter in state.DoAfters)
|
||||
{
|
||||
_doAfters.Add(doAfter.ID, doAfter);
|
||||
}
|
||||
|
||||
if (Gui == null || Gui.Disposed)
|
||||
return;
|
||||
|
||||
foreach (var (_, doAfter) in _doAfters)
|
||||
{
|
||||
Gui.AddDoAfter(doAfter);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a DoAfter without showing a cancellation graphic.
|
||||
/// </summary>
|
||||
/// <param name="doAfter"></param>
|
||||
public void Remove(DoAfterMessage doAfter)
|
||||
/// <param name="clientDoAfter"></param>
|
||||
public void Remove(ClientDoAfter clientDoAfter)
|
||||
{
|
||||
if (_doAfters.ContainsKey(doAfter.ID))
|
||||
{
|
||||
_doAfters.Remove(doAfter.ID);
|
||||
}
|
||||
if (_doAfters.ContainsKey(clientDoAfter.ID))
|
||||
_doAfters.Remove(clientDoAfter.ID);
|
||||
|
||||
var found = false;
|
||||
|
||||
for (var i = CancelledDoAfters.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var cancelled = CancelledDoAfters[i];
|
||||
|
||||
if (cancelled.Message == doAfter)
|
||||
if (cancelled.Message == clientDoAfter)
|
||||
{
|
||||
CancelledDoAfters.RemoveAt(i);
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
EntitySystem.Get<DoAfterSystem>().Gui?.RemoveDoAfter(doAfter.ID);
|
||||
|
||||
if (!found)
|
||||
_doAfters.Remove(clientDoAfter.ID);
|
||||
|
||||
Gui?.RemoveDoAfter(clientDoAfter.ID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -88,15 +135,16 @@ namespace Content.Client.GameObjects.Components
|
||||
foreach (var (_, cancelled) in CancelledDoAfters)
|
||||
{
|
||||
if (cancelled.ID == id)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!_doAfters.ContainsKey(id))
|
||||
return;
|
||||
|
||||
var doAfterMessage = _doAfters[id];
|
||||
currentTime ??= IoCManager.Resolve<IGameTiming>().CurTime;
|
||||
CancelledDoAfters.Add((currentTime.Value, doAfterMessage));
|
||||
EntitySystem.Get<DoAfterSystem>().Gui?.CancelDoAfter(id);
|
||||
Gui?.CancelDoAfter(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -32,7 +32,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
|
||||
// This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after
|
||||
// I got NFI why because I don't know the UI internals
|
||||
private bool _firstDraw = true;
|
||||
public bool FirstDraw { get; set; }
|
||||
|
||||
public DoAfterGui()
|
||||
{
|
||||
@@ -43,21 +43,18 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Begin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the mind is detached from an entity
|
||||
/// </summary>
|
||||
/// Rather than just dispose of the Gui we'll just remove its child controls and re-use the control.
|
||||
public void Detached()
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
if (Disposed)
|
||||
return;
|
||||
|
||||
foreach (var (_, control) in _doAfterControls)
|
||||
{
|
||||
control.Dispose();
|
||||
}
|
||||
|
||||
_doAfterControls.Clear();
|
||||
foreach (var (_, control) in _doAfterBars)
|
||||
{
|
||||
control.Dispose();
|
||||
}
|
||||
_doAfterBars.Clear();
|
||||
_cancelledDoAfters.Clear();
|
||||
}
|
||||
@@ -66,12 +63,10 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
/// Add the necessary control for a DoAfter progress bar.
|
||||
/// </summary>
|
||||
/// <param name="message"></param>
|
||||
public void AddDoAfter(DoAfterMessage message)
|
||||
public void AddDoAfter(ClientDoAfter message)
|
||||
{
|
||||
if (_doAfterControls.ContainsKey(message.ID))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var doAfterBar = new DoAfterBar
|
||||
{
|
||||
@@ -108,18 +103,16 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
public void RemoveDoAfter(byte id)
|
||||
{
|
||||
if (!_doAfterControls.ContainsKey(id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var control = _doAfterControls[id];
|
||||
RemoveChild(control);
|
||||
_doAfterControls.Remove(id);
|
||||
_doAfterBars.Remove(id);
|
||||
|
||||
if (_cancelledDoAfters.ContainsKey(id))
|
||||
{
|
||||
_cancelledDoAfters.Remove(id);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -130,12 +123,15 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
public void CancelDoAfter(byte id)
|
||||
{
|
||||
if (_cancelledDoAfters.ContainsKey(id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var control = _doAfterControls[id];
|
||||
_doAfterBars[id].Cancelled = true;
|
||||
if (!_doAfterBars.TryGetValue(id, out var doAfterBar))
|
||||
{
|
||||
doAfterBar = new DoAfterBar();
|
||||
_doAfterBars[id] = doAfterBar;
|
||||
}
|
||||
|
||||
doAfterBar.Cancelled = true;
|
||||
_cancelledDoAfters.Add(id, _gameTiming.CurTime);
|
||||
}
|
||||
|
||||
@@ -143,28 +139,24 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
{
|
||||
base.FrameUpdate(args);
|
||||
|
||||
if (AttachedEntity?.IsValid() != true || !AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
|
||||
if (AttachedEntity?.IsValid() != true ||
|
||||
!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var doAfters = doAfterComponent.DoAfters;
|
||||
|
||||
// Nothing to render so we'll hide.
|
||||
if (doAfters.Count == 0 && _cancelledDoAfters.Count == 0)
|
||||
{
|
||||
_firstDraw = true;
|
||||
Visible = false;
|
||||
if (doAfters.Count == 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Set position ready for 2nd+ frames.
|
||||
_playerPosition = _eyeManager.CoordinatesToScreen(AttachedEntity.Transform.Coordinates);
|
||||
LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f));
|
||||
|
||||
if (_firstDraw)
|
||||
if (FirstDraw)
|
||||
{
|
||||
_firstDraw = false;
|
||||
Visible = false;
|
||||
FirstDraw = false;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -176,9 +168,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
foreach (var (id, cancelTime) in _cancelledDoAfters)
|
||||
{
|
||||
if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
|
||||
{
|
||||
toCancel.Add(id);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var id in toCancel)
|
||||
@@ -190,9 +180,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
foreach (var (id, message) in doAfters)
|
||||
{
|
||||
if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var doAfterBar = _doAfterBars[id];
|
||||
doAfterBar.Ratio = MathF.Min(1.0f,
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Client.GameObjects.Components;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
@@ -27,133 +29,132 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Rather than checking attached player every tick we'll just store it from the message.
|
||||
/// </summary>
|
||||
private IEntity? _player;
|
||||
|
||||
/// <summary>
|
||||
/// We'll use an excess time so stuff like finishing effects can show.
|
||||
/// </summary>
|
||||
public const float ExcessTime = 0.5f;
|
||||
|
||||
public DoAfterGui? Gui { get; private set; }
|
||||
// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
|
||||
// come into range it needs altering
|
||||
private HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
|
||||
|
||||
private IEntity? _attachedEntity;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PlayerAttachSysMessage>(message => HandlePlayerAttached(message.AttachedEntity));
|
||||
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
private void HandlePlayerAttached(PlayerAttachSysMessage message)
|
||||
{
|
||||
base.Shutdown();
|
||||
Gui?.Dispose();
|
||||
Gui = null;
|
||||
_player = null;
|
||||
_attachedEntity = message.AttachedEntity;
|
||||
}
|
||||
|
||||
private void HandlePlayerAttached(IEntity? entity)
|
||||
{
|
||||
_player = entity;
|
||||
// Setup the GUI and pass the new data to it if applicable.
|
||||
Gui?.Detached();
|
||||
|
||||
if (entity == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Gui ??= new DoAfterGui();
|
||||
Gui.AttachedEntity = entity;
|
||||
|
||||
if (entity.TryGetComponent(out DoAfterComponent? doAfterComponent))
|
||||
{
|
||||
foreach (var (_, doAfter) in doAfterComponent.DoAfters)
|
||||
{
|
||||
Gui.AddDoAfter(doAfter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var currentTime = _gameTiming.CurTime;
|
||||
|
||||
if (_player?.IsValid() != true)
|
||||
{
|
||||
var foundComps = new HashSet<DoAfterComponent>();
|
||||
|
||||
// Can't see any I guess?
|
||||
if (_attachedEntity == null || _attachedEntity.Deleted)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_player.TryGetComponent(out DoAfterComponent? doAfterComponent))
|
||||
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var doAfters = doAfterComponent.DoAfters.ToList();
|
||||
if (doAfters.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var userGrid = _player.Transform.Coordinates;
|
||||
|
||||
// Check cancellations / finishes
|
||||
foreach (var (id, doAfter) in doAfters)
|
||||
{
|
||||
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
|
||||
|
||||
// If we've passed the final time (after the excess to show completion graphic) then remove.
|
||||
if (elapsedTime > doAfter.Delay + ExcessTime)
|
||||
if (!_knownComponents.Contains(comp))
|
||||
{
|
||||
Gui?.RemoveDoAfter(id);
|
||||
doAfterComponent.Remove(doAfter);
|
||||
continue;
|
||||
_knownComponents.Add(comp);
|
||||
}
|
||||
|
||||
var doAfters = comp.DoAfters.ToList();
|
||||
|
||||
if (doAfters.Count == 0)
|
||||
{
|
||||
if (comp.Gui != null)
|
||||
comp.Gui.FirstDraw = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't predict cancellation if it's already finished.
|
||||
if (elapsedTime > doAfter.Delay)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
|
||||
|
||||
// Predictions
|
||||
if (doAfter.BreakOnUserMove)
|
||||
if (comp.Owner != _attachedEntity && !ExamineSystemShared.InRangeUnOccluded(
|
||||
_attachedEntity.Transform.MapPosition,
|
||||
comp.Owner.Transform.MapPosition, range,
|
||||
entity => entity == comp.Owner || entity == _attachedEntity))
|
||||
{
|
||||
if (userGrid != doAfter.UserGrid)
|
||||
if (comp.Gui != null)
|
||||
comp.Gui.FirstDraw = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
comp.Enable();
|
||||
|
||||
var userGrid = comp.Owner.Transform.Coordinates;
|
||||
|
||||
// Check cancellations / finishes
|
||||
foreach (var (id, doAfter) in doAfters)
|
||||
{
|
||||
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
|
||||
|
||||
// If we've passed the final time (after the excess to show completion graphic) then remove.
|
||||
if (elapsedTime > doAfter.Delay + ExcessTime)
|
||||
{
|
||||
doAfterComponent.Cancel(id, currentTime);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (doAfter.BreakOnTargetMove)
|
||||
{
|
||||
if (!_entityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity))
|
||||
{
|
||||
// Cancel if the target entity doesn't exist.
|
||||
doAfterComponent.Cancel(id, currentTime);
|
||||
comp.Remove(doAfter);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid)
|
||||
{
|
||||
doAfterComponent.Cancel(id, currentTime);
|
||||
// Don't predict cancellation if it's already finished.
|
||||
if (elapsedTime > doAfter.Delay)
|
||||
continue;
|
||||
|
||||
// Predictions
|
||||
if (doAfter.BreakOnUserMove)
|
||||
{
|
||||
if (userGrid != doAfter.UserGrid)
|
||||
{
|
||||
comp.Cancel(id, currentTime);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (doAfter.BreakOnTargetMove)
|
||||
{
|
||||
var targetEntity = _entityManager.GetEntity(doAfter.TargetUid);
|
||||
|
||||
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid)
|
||||
{
|
||||
comp.Cancel(id, currentTime);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var count = comp.CancelledDoAfters.Count;
|
||||
// Remove cancelled DoAfters after ExcessTime has elapsed
|
||||
for (var i = count - 1; i >= 0; i--)
|
||||
{
|
||||
var cancelled = comp.CancelledDoAfters[i];
|
||||
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
|
||||
{
|
||||
comp.Remove(cancelled.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove any components that we no longer need to track
|
||||
foundComps.Add(comp);
|
||||
}
|
||||
|
||||
var count = doAfterComponent.CancelledDoAfters.Count;
|
||||
// Remove cancelled DoAfters after ExcessTime has elapsed
|
||||
for (var i = count - 1; i >= 0; i--)
|
||||
foreach (var comp in foundComps)
|
||||
{
|
||||
var cancelled = doAfterComponent.CancelledDoAfters[i];
|
||||
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
|
||||
if (!_knownComponents.Contains(comp))
|
||||
{
|
||||
doAfterComponent.Remove(cancelled.Message);
|
||||
_knownComponents.Remove(comp);
|
||||
comp.Disable();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,11 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.EntitySystems.DoAfter;
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
|
||||
namespace Content.Server.GameObjects.Components
|
||||
{
|
||||
@@ -20,30 +16,15 @@ namespace Content.Server.GameObjects.Components
|
||||
// we'll just send them the index. Doesn't matter if it wraps around.
|
||||
private byte _runningIndex;
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
switch (message)
|
||||
{
|
||||
case PlayerAttachedMsg _:
|
||||
UpdateClient();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Only sending data to the relevant client (at least, other clients don't need to know about do_after for now).
|
||||
private void UpdateClient()
|
||||
{
|
||||
if (!TryGetConnectedClient(out var connectedClient))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var (doAfter, id) in _doAfters)
|
||||
var toAdd = new List<ClientDoAfter>();
|
||||
|
||||
foreach (var doAfter in DoAfters)
|
||||
{
|
||||
// THE ALMIGHTY PYRAMID
|
||||
var message = new DoAfterMessage(
|
||||
id,
|
||||
var clientDoAfter = new ClientDoAfter(
|
||||
_doAfters[doAfter],
|
||||
doAfter.UserGrid,
|
||||
doAfter.TargetGrid,
|
||||
doAfter.StartTime,
|
||||
@@ -51,65 +32,27 @@ namespace Content.Server.GameObjects.Components
|
||||
doAfter.EventArgs.BreakOnUserMove,
|
||||
doAfter.EventArgs.BreakOnTargetMove,
|
||||
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
|
||||
|
||||
SendNetworkMessage(message, connectedClient);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryGetConnectedClient(out INetChannel? connectedClient)
|
||||
{
|
||||
connectedClient = null;
|
||||
|
||||
if (!Owner.TryGetComponent(out IActorComponent? actorComponent))
|
||||
{
|
||||
return false;
|
||||
|
||||
toAdd.Add(clientDoAfter);
|
||||
}
|
||||
|
||||
connectedClient = actorComponent.playerSession.ConnectedClient;
|
||||
if (!connectedClient.IsConnected)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return new DoAfterComponentState(toAdd);
|
||||
}
|
||||
|
||||
public void Add(DoAfter doAfter)
|
||||
{
|
||||
_doAfters.Add(doAfter, _runningIndex);
|
||||
|
||||
if (TryGetConnectedClient(out var connectedClient))
|
||||
{
|
||||
var message = new DoAfterMessage(
|
||||
_runningIndex,
|
||||
doAfter.UserGrid,
|
||||
doAfter.TargetGrid,
|
||||
doAfter.StartTime,
|
||||
doAfter.EventArgs.Delay,
|
||||
doAfter.EventArgs.BreakOnUserMove,
|
||||
doAfter.EventArgs.BreakOnTargetMove,
|
||||
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
|
||||
|
||||
SendNetworkMessage(message, connectedClient);
|
||||
}
|
||||
|
||||
_runningIndex++;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public void Cancelled(DoAfter doAfter)
|
||||
{
|
||||
if (!_doAfters.TryGetValue(doAfter, out var index))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (TryGetConnectedClient(out var connectedClient))
|
||||
{
|
||||
var message = new CancelledDoAfterMessage(index);
|
||||
SendNetworkMessage(message, connectedClient);
|
||||
}
|
||||
|
||||
_doAfters.Remove(doAfter);
|
||||
SendNetworkMessage(new CancelledDoAfterMessage(index));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -120,9 +63,7 @@ namespace Content.Server.GameObjects.Components
|
||||
public void Finished(DoAfter doAfter)
|
||||
{
|
||||
if (!_doAfters.ContainsKey(doAfter))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_doAfters.Remove(doAfter);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -12,6 +13,17 @@ namespace Content.Shared.GameObjects.Components
|
||||
public override uint? NetID => ContentNetIDs.DO_AFTER;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class DoAfterComponentState : ComponentState
|
||||
{
|
||||
public List<ClientDoAfter> DoAfters { get; }
|
||||
|
||||
public DoAfterComponentState(List<ClientDoAfter> doAfters) : base(ContentNetIDs.DO_AFTER)
|
||||
{
|
||||
DoAfters = doAfters;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class CancelledDoAfterMessage : ComponentMessage
|
||||
{
|
||||
@@ -27,7 +39,7 @@ namespace Content.Shared.GameObjects.Components
|
||||
/// We send a trimmed-down version of the DoAfter for the client for it to use.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class DoAfterMessage : ComponentMessage
|
||||
public sealed class ClientDoAfter
|
||||
{
|
||||
// To see what these do look at DoAfter and DoAfterEventArgs
|
||||
public byte ID { get; }
|
||||
@@ -47,7 +59,7 @@ namespace Content.Shared.GameObjects.Components
|
||||
|
||||
public bool BreakOnTargetMove { get; }
|
||||
|
||||
public DoAfterMessage(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
|
||||
public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
|
||||
{
|
||||
ID = id;
|
||||
UserGrid = userGrid;
|
||||
|
||||
Reference in New Issue
Block a user