Slight trigger refactor (#4320)
* Trigger tweaks * Finish trigger refactor * Clusterflash too
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@@ -1,53 +1,118 @@
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using System;
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using System.Linq;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash.Components;
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using Content.Shared.Acts;
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using Content.Shared.Audio;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion
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{
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/// <summary>
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/// This interface gives components behavior when being "triggered" by timer or other conditions
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/// Raised whenever something is Triggered on the entity.
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/// </summary>
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public interface ITimerTrigger
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public class TriggerEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Called when one object is triggering some event
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/// </summary>
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bool Trigger(TimerTriggerEventArgs eventArgs);
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}
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public IEntity Triggered { get; }
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public IEntity? User { get; }
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public class TimerTriggerEventArgs : EventArgs
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{
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public TimerTriggerEventArgs(IEntity user, IEntity source)
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public TriggerEvent(IEntity triggered, IEntity? user = null)
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{
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Triggered = triggered;
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User = user;
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Source = source;
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}
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public IEntity User { get; set; }
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public IEntity Source { get; set; }
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}
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[UsedImplicitly]
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public sealed class TriggerSystem : EntitySystem
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{
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public void HandleTimerTrigger(TimeSpan delay, IEntity user, IEntity trigger)
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(HandleSoundTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
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SubscribeLocalEvent<ExplosiveComponent, DestructionEventArgs>(HandleDestruction);
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}
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#region Explosions
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private void HandleDestruction(EntityUid uid, ExplosiveComponent component, DestructionEventArgs args)
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{
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Explode(uid, component);
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}
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private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
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{
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if (!ComponentManager.TryGetComponent(uid, out ExplosiveComponent? explosiveComponent)) return;
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Explode(uid, explosiveComponent);
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}
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// You really shouldn't call this directly (TODO Change that when ExplosionHelper gets changed).
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public void Explode(EntityUid uid, ExplosiveComponent component)
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{
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if (component.Exploding)
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{
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return;
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}
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component.Exploding = true;
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component.Owner.SpawnExplosion(component.DevastationRange, component.HeavyImpactRange, component.LightImpactRange, component.FlashRange);
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EntityManager.QueueDeleteEntity(uid);
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}
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#endregion
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#region Flash
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private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
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{
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if (component.Flashed) return;
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FlashableComponent.FlashAreaHelper(component.Owner, component.Range, component.Duration);
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component.Flashed = true;
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}
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#endregion
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private void HandleSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
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{
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if (component.Sound == null) return;
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SoundSystem.Play(Filter.Pvs(component.Owner), component.Sound.GetSound(), AudioHelpers.WithVariation(0.01f));
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}
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private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
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{
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EntityManager.QueueDeleteEntity(uid);
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}
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private void HandleCollide(EntityUid uid, TriggerOnCollideComponent component, StartCollideEvent args)
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{
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Trigger(component.Owner);
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}
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public void Trigger(IEntity trigger, IEntity? user = null)
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{
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var triggerEvent = new TriggerEvent(trigger, user);
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EntityManager.EventBus.RaiseLocalEvent(trigger.Uid, triggerEvent);
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}
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public void HandleTimerTrigger(TimeSpan delay, IEntity triggered, IEntity? user = null)
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{
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if (delay.TotalSeconds <= 0)
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{
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Trigger(triggered, user);
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return;
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}
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Timer.Spawn(delay, () =>
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{
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var timerTriggerEventArgs = new TimerTriggerEventArgs(user, trigger);
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var timerTriggers = trigger.GetAllComponents<ITimerTrigger>().ToList();
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foreach (var timerTrigger in timerTriggers)
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{
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if (timerTrigger.Trigger(timerTriggerEventArgs))
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{
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// If an IOnTimerTrigger returns a status completion we finish our trigger
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return;
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}
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}
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Trigger(triggered, user);
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});
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}
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}
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