DoAfter support for Actions (#38253)

* Adds Action DoAfter Events

* Adds DoAfterArgs fields to DoAfterComp

* Adds a base doafter action

* Adds Attempt action doafter logic

* Adds doafter logic to actions

* Changes Action Attempt Doafter and action doafter to take in Performer and the original use delay. Use delay now triggers when a repeated action  is cancelled.

* Readds the TryPerformAction method and readds request perform action into the action doafter events

* Adds a force skip to DoAfter Cancel so we can skip the complete check

* Adds a Delay Reduction field to the comp and to the comp state

* Fixes doafter mispredict, changes doafter comp check to a guard clause, sets delay reduction if it exists.

* Cancels ActionDoAfter if charges is 0

* Serializes Attempt Frequency

* Comment for rework

* Changes todo into a comment

* Moves doafterargs to doafterargscomp

* Adds DoAfterArgs comp to BaseDoAfterAction

* Removes unused trycomp with actionDoAfter

* Replaces DoAfterRepateUseDelay const with timespan.zero

* Removes unused usings

* Makes SharedActionsSystem partial, adds DoAfter partial class to ActionSystem, moves ActionDoAfter logic to the SharedActionsSystem.DoAfter class

* Cleanup and prediction

* Renames OnActionDoAfterAttempt to OnActionDoAfter, moves both to Shared Action DoAfter

* Removes ActionAttemptDoAfterEvent and moves its summaries to ActionDoAfterEvent. Converts OnActionDoAfterAttempt into TryStartActionDoAfter

* Removes Extra check for charges and actiondoafters

* Sloptimization

* Cleanup

* Cleanup

* Adds param descs

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
keronshb
2025-09-08 05:55:13 -04:00
committed by GitHub
parent 88e927f10a
commit f885075d2e
8 changed files with 294 additions and 24 deletions

View File

@@ -5,6 +5,7 @@ using Content.Shared.Actions.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
@@ -19,7 +20,7 @@ using Robust.Shared.Utility;
namespace Content.Shared.Actions;
public abstract class SharedActionsSystem : EntitySystem
public abstract partial class SharedActionsSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
@@ -30,6 +31,7 @@ public abstract class SharedActionsSystem : EntitySystem
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
private EntityQuery<ActionComponent> _actionQuery;
private EntityQuery<ActionsComponent> _actionsQuery;
@@ -38,6 +40,7 @@ public abstract class SharedActionsSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
InitializeActionDoAfter();
_actionQuery = GetEntityQuery<ActionComponent>();
_actionsQuery = GetEntityQuery<ActionsComponent>();
@@ -256,20 +259,31 @@ public abstract class SharedActionsSystem : EntitySystem
#region Execution
/// <summary>
/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
/// will raise the relevant <see cref="InstantActionEvent"/>
/// will raise the relevant action event
/// </summary>
private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } user)
return;
TryPerformAction(ev, user);
}
/// <summary>
/// <see cref="OnActionRequest"/>
/// </summary>
/// <param name="ev">The Request Perform Action Event</param>
/// <param name="user">The user/performer of the action</param>
/// <param name="skipDoActionRequest">Should this skip the initial doaction request?</param>
private bool TryPerformAction(RequestPerformActionEvent ev, EntityUid user, bool skipDoActionRequest = false)
{
if (!_actionsQuery.TryComp(user, out var component))
return;
return false;
var actionEnt = GetEntity(ev.Action);
if (!TryComp(actionEnt, out MetaDataComponent? metaData))
return;
return false;
var name = Name(actionEnt, metaData);
@@ -278,26 +292,25 @@ public abstract class SharedActionsSystem : EntitySystem
{
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} attempted to perform an action that they do not have: {name}.");
return;
return false;
}
if (GetAction(actionEnt) is not {} action)
return;
return false;
DebugTools.Assert(action.Comp.AttachedEntity == user);
if (!action.Comp.Enabled)
return;
return false;
var curTime = GameTiming.CurTime;
if (IsCooldownActive(action, curTime))
return;
return false;
// check for action use prevention
// TODO: make code below use this event with a dedicated component
var attemptEv = new ActionAttemptEvent(user);
RaiseLocalEvent(action, ref attemptEv);
if (attemptEv.Cancelled)
return;
return false;
// Validate request by checking action blockers and the like
var provider = action.Comp.Container ?? user;
@@ -309,10 +322,16 @@ public abstract class SharedActionsSystem : EntitySystem
};
RaiseLocalEvent(action, ref validateEv);
if (validateEv.Invalid)
return;
return false;
if (TryComp<DoAfterArgsComponent>(action, out var actionDoAfterComp) && TryComp<DoAfterComponent>(user, out var performerDoAfterComp) && !skipDoActionRequest)
{
return TryStartActionDoAfter((action, actionDoAfterComp), (user, performerDoAfterComp), action.Comp.UseDelay, ev);
}
// All checks passed. Perform the action!
PerformAction((user, component), action);
return true;
}
private void OnValidate(Entity<ActionComponent> ent, ref ActionValidateEvent args)
@@ -530,8 +549,6 @@ public abstract class SharedActionsSystem : EntitySystem
{
var handled = false;
var toggledBefore = action.Comp.Toggled;
// Note that attached entity and attached container are allowed to be null here.
if (action.Comp.AttachedEntity != null && action.Comp.AttachedEntity != performer)
{
@@ -552,6 +569,7 @@ public abstract class SharedActionsSystem : EntitySystem
ev.Performer = performer;
ev.Action = action;
// TODO: This is where we'd add support for event lists
if (!action.Comp.RaiseOnUser && action.Comp.Container is {} container && !_mindQuery.HasComp(container))
target = container;
@@ -564,13 +582,12 @@ public abstract class SharedActionsSystem : EntitySystem
if (!handled)
return; // no interaction occurred.
// play sound, reduce charges, start cooldown
if (ev?.Toggle == true)
// play sound, start cooldown
if (ev.Toggle)
SetToggled((action, action), !action.Comp.Toggled);
_audio.PlayPredicted(action.Comp.Sound, performer, predicted ? performer : null);
// TODO: move to ActionCooldown ActionPerformedEvent?
RemoveCooldown((action, action));
StartUseDelay((action, action));