Portable Generator Rework (#19302)

This commit is contained in:
Pieter-Jan Briers
2023-08-25 20:40:42 +02:00
committed by GitHub
parent 50828363fe
commit bf16698efa
73 changed files with 1933 additions and 473 deletions

View File

@@ -1,3 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Robust.Client.Graphics;
@@ -51,4 +52,58 @@ public sealed class DoAfterSystem : SharedDoAfterSystem
var handsQuery = GetEntityQuery<HandsComponent>();
Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
}
/// <summary>
/// Try to find an active do-after being executed by the local player.
/// </summary>
/// <param name="entity">The entity the do after must be targeting (<see cref="DoAfterArgs.Target"/>)</param>
/// <param name="doAfter">The found do-after.</param>
/// <param name="event">The event to be raised on the found do-after when it completes.</param>
/// <param name="progress">The progress of the found do-after, from 0 to 1.</param>
/// <typeparam name="T">The type of event that must be raised by the found do-after.</typeparam>
/// <returns>True if a do-after was found.</returns>
public bool TryFindActiveDoAfter<T>(
EntityUid entity,
[NotNullWhen(true)] out Shared.DoAfter.DoAfter? doAfter,
[NotNullWhen(true)] out T? @event,
out float progress)
where T : DoAfterEvent
{
var playerEntity = _player.LocalPlayer?.ControlledEntity;
doAfter = null;
@event = null;
progress = default;
if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
return false;
if (_metadata.EntityPaused(playerEntity.Value))
return false;
var comp = Comp<DoAfterComponent>(playerEntity.Value);
var time = GameTiming.CurTime;
foreach (var candidate in comp.DoAfters.Values)
{
if (candidate.Cancelled)
continue;
if (candidate.Args.Target != entity)
continue;
if (candidate.Args.Event is not T candidateEvent)
continue;
@event = candidateEvent;
doAfter = candidate;
var elapsed = time - doAfter.StartTime;
progress = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
return true;
}
return false;
}
}