Tile prying do_after (#6341)
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chemistry.EntitySystems;
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@@ -11,6 +12,7 @@ using Content.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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@@ -18,6 +20,8 @@ namespace Content.Server.Tools
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{
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public partial class ToolSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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@@ -30,6 +34,7 @@ namespace Content.Server.Tools
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{
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base.Initialize();
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InitializeTilePrying();
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InitializeWelders();
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InitializeMultipleTools();
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@@ -94,14 +99,24 @@ namespace Content.Server.Tools
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/// <param name="doAfterEventTarget">Where to direct the do-after events. If null, events are broadcast</param>
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/// <param name="doAfterCheck">An optional check to perform for the doAfter.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <param name="cancelToken">Token to provide to do_after for cancelling</param>
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/// <returns>Whether initially, using the tool succeeded. If there's a doAfter delay, you'll need to listen to
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/// the <see cref="doAfterCompleteEvent"/> and <see cref="doAfterCancelledEvent"/> being broadcast
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/// to see whether using the tool succeeded or not. If the <see cref="doAfterDelay"/> is zero,
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/// this simply returns whether using the tool succeeded or not.</returns>
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public bool UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, IEnumerable<string> toolQualitiesNeeded,
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object? doAfterCompleteEvent = null, object? doAfterCancelledEvent = null, EntityUid? doAfterEventTarget = null,
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Func<bool>? doAfterCheck = null, ToolComponent? toolComponent = null)
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public bool UseTool(
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EntityUid tool,
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EntityUid user,
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EntityUid? target,
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float fuel,
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float doAfterDelay,
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IEnumerable<string> toolQualitiesNeeded,
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object? doAfterCompleteEvent = null,
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object? doAfterCancelledEvent = null,
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EntityUid? doAfterEventTarget = null,
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Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null,
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CancellationToken? cancelToken = null)
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{
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// No logging here, after all that'd mean the caller would need to check if the component is there or not.
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if (!Resolve(tool, ref toolComponent, false))
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@@ -112,7 +127,7 @@ namespace Content.Server.Tools
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if (doAfterDelay > 0f)
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{
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var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / toolComponent.SpeedModifier, default, target)
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var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / toolComponent.SpeedModifier, cancelToken ?? default, target)
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{
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ExtraCheck = doAfterCheck,
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BreakOnDamage = true,
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