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:
35
Content.Shared/Actions/Events/ActionDoAfterEvent.cs
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35
Content.Shared/Actions/Events/ActionDoAfterEvent.cs
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@@ -0,0 +1,35 @@
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using Content.Shared.DoAfter;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Actions.Events;
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/// <summary>
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/// The event that triggers when an action doafter is completed or cancelled
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class ActionDoAfterEvent : DoAfterEvent
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{
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/// <summary>
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/// The action performer
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/// </summary>
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public readonly NetEntity Performer;
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/// <summary>
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/// The original action use delay, used for repeating actions
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/// </summary>
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public readonly TimeSpan? OriginalUseDelay;
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/// <summary>
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/// The original request, for validating
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/// </summary>
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public readonly RequestPerformActionEvent Input;
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public ActionDoAfterEvent(NetEntity performer, TimeSpan? originalUseDelay, RequestPerformActionEvent input)
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{
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Performer = performer;
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OriginalUseDelay = originalUseDelay;
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Input = input;
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}
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public override DoAfterEvent Clone() => this;
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}
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85
Content.Shared/Actions/SharedActionsSystem.DoAfter.cs
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85
Content.Shared/Actions/SharedActionsSystem.DoAfter.cs
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@@ -0,0 +1,85 @@
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using Content.Shared.Actions.Events;
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using Content.Shared.DoAfter;
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namespace Content.Shared.Actions;
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public abstract partial class SharedActionsSystem
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{
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protected void InitializeActionDoAfter()
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{
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SubscribeLocalEvent<DoAfterArgsComponent, ActionDoAfterEvent>(OnActionDoAfter);
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}
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private bool TryStartActionDoAfter(Entity<DoAfterArgsComponent> ent, Entity<DoAfterComponent?> performer, TimeSpan? originalUseDelay, RequestPerformActionEvent input)
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{
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// relay to user
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if (!Resolve(performer, ref performer.Comp))
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return false;
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var delay = ent.Comp.Delay;
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var netEnt = GetNetEntity(performer);
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var actionDoAfterEvent = new ActionDoAfterEvent(netEnt, originalUseDelay, input);
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var doAfterArgs = new DoAfterArgs(EntityManager, performer, delay, actionDoAfterEvent, ent.Owner, performer)
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{
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AttemptFrequency = ent.Comp.AttemptFrequency,
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Broadcast = ent.Comp.Broadcast,
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Hidden = ent.Comp.Hidden,
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NeedHand = ent.Comp.NeedHand,
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BreakOnHandChange = ent.Comp.BreakOnHandChange,
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BreakOnDropItem = ent.Comp.BreakOnDropItem,
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BreakOnMove = ent.Comp.BreakOnMove,
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BreakOnWeightlessMove = ent.Comp.BreakOnWeightlessMove,
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MovementThreshold = ent.Comp.MovementThreshold,
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DistanceThreshold = ent.Comp.DistanceThreshold,
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BreakOnDamage = ent.Comp.BreakOnDamage,
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DamageThreshold = ent.Comp.DamageThreshold,
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RequireCanInteract = ent.Comp.RequireCanInteract
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};
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return _doAfter.TryStartDoAfter(doAfterArgs, performer);
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}
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private void OnActionDoAfter(Entity<DoAfterArgsComponent> ent, ref ActionDoAfterEvent args)
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{
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if (!_actionQuery.TryComp(ent, out var actionComp))
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return;
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var performer = GetEntity(args.Performer);
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var action = (ent, actionComp);
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// If this doafter is on repeat and was cancelled, start use delay as expected
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if (args.Cancelled && ent.Comp.Repeat)
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{
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SetUseDelay(action, args.OriginalUseDelay);
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RemoveCooldown(action);
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StartUseDelay(action);
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UpdateAction(action);
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return;
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}
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args.Repeat = ent.Comp.Repeat;
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// Set the use delay to 0 so this can repeat properly
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if (ent.Comp.Repeat)
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{
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SetUseDelay(action, TimeSpan.Zero);
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}
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if (args.Cancelled)
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return;
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// Post original doafter, reduce the time on it now for other casts if ables
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if (ent.Comp.DelayReduction != null)
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args.Args.Delay = ent.Comp.DelayReduction.Value;
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// Validate again for charges, blockers, etc
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if (TryPerformAction(args.Input, performer, skipDoActionRequest: true))
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return;
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// Cancel this doafter if we can't validate the action
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_doAfter.Cancel(args.DoAfter.Id, force: true);
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}
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}
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@@ -5,6 +5,7 @@ using Content.Shared.Actions.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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@@ -19,7 +20,7 @@ using Robust.Shared.Utility;
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namespace Content.Shared.Actions;
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public abstract class SharedActionsSystem : EntitySystem
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public abstract partial class SharedActionsSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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@@ -30,6 +31,7 @@ public abstract class SharedActionsSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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private EntityQuery<ActionComponent> _actionQuery;
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private EntityQuery<ActionsComponent> _actionsQuery;
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@@ -38,6 +40,7 @@ public abstract class SharedActionsSystem : EntitySystem
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public override void Initialize()
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{
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base.Initialize();
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InitializeActionDoAfter();
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_actionQuery = GetEntityQuery<ActionComponent>();
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_actionsQuery = GetEntityQuery<ActionsComponent>();
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@@ -256,20 +259,31 @@ public abstract class SharedActionsSystem : EntitySystem
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#region Execution
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/// <summary>
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/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
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/// will raise the relevant <see cref="InstantActionEvent"/>
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/// will raise the relevant action event
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/// </summary>
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private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not { } user)
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return;
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TryPerformAction(ev, user);
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}
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/// <summary>
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/// <see cref="OnActionRequest"/>
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/// </summary>
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/// <param name="ev">The Request Perform Action Event</param>
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/// <param name="user">The user/performer of the action</param>
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/// <param name="skipDoActionRequest">Should this skip the initial doaction request?</param>
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private bool TryPerformAction(RequestPerformActionEvent ev, EntityUid user, bool skipDoActionRequest = false)
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{
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if (!_actionsQuery.TryComp(user, out var component))
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return;
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return false;
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var actionEnt = GetEntity(ev.Action);
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if (!TryComp(actionEnt, out MetaDataComponent? metaData))
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return;
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return false;
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var name = Name(actionEnt, metaData);
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@@ -278,26 +292,25 @@ public abstract class SharedActionsSystem : EntitySystem
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{
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_adminLogger.Add(LogType.Action,
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$"{ToPrettyString(user):user} attempted to perform an action that they do not have: {name}.");
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return;
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return false;
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}
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if (GetAction(actionEnt) is not {} action)
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return;
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return false;
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DebugTools.Assert(action.Comp.AttachedEntity == user);
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if (!action.Comp.Enabled)
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return;
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return false;
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var curTime = GameTiming.CurTime;
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if (IsCooldownActive(action, curTime))
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return;
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return false;
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// check for action use prevention
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// TODO: make code below use this event with a dedicated component
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var attemptEv = new ActionAttemptEvent(user);
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RaiseLocalEvent(action, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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return false;
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// Validate request by checking action blockers and the like
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var provider = action.Comp.Container ?? user;
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@@ -309,10 +322,16 @@ public abstract class SharedActionsSystem : EntitySystem
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};
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RaiseLocalEvent(action, ref validateEv);
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if (validateEv.Invalid)
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return;
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return false;
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if (TryComp<DoAfterArgsComponent>(action, out var actionDoAfterComp) && TryComp<DoAfterComponent>(user, out var performerDoAfterComp) && !skipDoActionRequest)
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{
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return TryStartActionDoAfter((action, actionDoAfterComp), (user, performerDoAfterComp), action.Comp.UseDelay, ev);
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}
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// All checks passed. Perform the action!
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PerformAction((user, component), action);
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return true;
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}
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private void OnValidate(Entity<ActionComponent> ent, ref ActionValidateEvent args)
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@@ -530,8 +549,6 @@ public abstract class SharedActionsSystem : EntitySystem
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{
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var handled = false;
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var toggledBefore = action.Comp.Toggled;
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// Note that attached entity and attached container are allowed to be null here.
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if (action.Comp.AttachedEntity != null && action.Comp.AttachedEntity != performer)
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{
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@@ -552,6 +569,7 @@ public abstract class SharedActionsSystem : EntitySystem
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ev.Performer = performer;
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ev.Action = action;
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// TODO: This is where we'd add support for event lists
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if (!action.Comp.RaiseOnUser && action.Comp.Container is {} container && !_mindQuery.HasComp(container))
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target = container;
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@@ -564,13 +582,12 @@ public abstract class SharedActionsSystem : EntitySystem
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if (!handled)
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return; // no interaction occurred.
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// play sound, reduce charges, start cooldown
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if (ev?.Toggle == true)
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// play sound, start cooldown
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if (ev.Toggle)
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SetToggled((action, action), !action.Comp.Toggled);
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_audio.PlayPredicted(action.Comp.Sound, performer, predicted ? performer : null);
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// TODO: move to ActionCooldown ActionPerformedEvent?
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RemoveCooldown((action, action));
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StartUseDelay((action, action));
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@@ -319,6 +319,7 @@ public enum DuplicateConditions : byte
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All = SameTool | SameTarget | SameEvent,
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}
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[Serializable, NetSerializable]
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public enum AttemptFrequency : byte
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{
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/// <summary>
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116
Content.Shared/DoAfter/DoAfterArgsComponent.cs
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116
Content.Shared/DoAfter/DoAfterArgsComponent.cs
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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namespace Content.Shared.DoAfter;
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/// <summary>
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/// For setting DoAfterArgs on an entity level
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/// Would require some setup, will require a rework eventually
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedDoAfterSystem))]
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public sealed partial class DoAfterArgsComponent : Component
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{
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#region DoAfterArgsSettings
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.AttemptFrequency"/>
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/// </summary>
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[DataField]
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public AttemptFrequency AttemptFrequency;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.Broadcast"/>
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/// </summary>
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[DataField]
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public bool Broadcast;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.Delay"/>
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/// </summary>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(2);
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.Hidden"/>
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/// </summary>
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[DataField]
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public bool Hidden;
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/// <summary>
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/// Should this DoAfter repeat after being completed?
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/// </summary>
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[DataField]
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public bool Repeat;
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#region Break/Cancellation Options
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.NeedHand"/>
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/// </summary>
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[DataField]
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public bool NeedHand;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.BreakOnHandChange"/>
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/// </summary>
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[DataField]
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public bool BreakOnHandChange = true;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.BreakOnDropItem"/>
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/// </summary>
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[DataField]
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public bool BreakOnDropItem = true;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.BreakOnMove"/>
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/// </summary>
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[DataField]
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public bool BreakOnMove;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.BreakOnWeightlessMove"/>
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/// </summary>
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[DataField]
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public bool BreakOnWeightlessMove = true;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.MovementThreshold"/>
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/// </summary>
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[DataField]
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public float MovementThreshold = 0.3f;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.DistanceThreshold"/>
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/// </summary>
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[DataField]
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public float? DistanceThreshold;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.BreakOnDamage"/>
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/// </summary>
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[DataField]
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public bool BreakOnDamage;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.DamageThreshold"/>
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/// </summary>
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[DataField]
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public FixedPoint2 DamageThreshold = 1;
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/// <summary>
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/// <inheritdoc cref="DoAfterArgs.RequireCanInteract"/>
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/// </summary>
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[DataField]
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public bool RequireCanInteract = true;
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// End Break/Cancellation Options
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#endregion
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/// <summary>
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/// What should the delay be reduced to after completion?
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/// </summary>
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[DataField]
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public TimeSpan? DelayReduction;
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// End DoAfterArgsSettings
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#endregion
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}
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@@ -1,4 +1,5 @@
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using System.Threading.Tasks;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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@@ -8,10 +9,16 @@ namespace Content.Shared.DoAfter;
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[Access(typeof(SharedDoAfterSystem))]
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public sealed partial class DoAfterComponent : Component
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{
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[DataField("nextId")]
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/// <summary>
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/// The id of the next doafter
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/// </summary>
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[DataField]
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public ushort NextId;
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[DataField("doAfters")]
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/// <summary>
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/// collection of id + doafter
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/// </summary>
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[DataField]
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public Dictionary<ushort, DoAfter> DoAfters = new();
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// Used by obsolete async do afters
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@@ -29,6 +29,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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@@ -313,16 +314,16 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
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/// <summary>
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/// Cancels an active DoAfter.
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/// </summary>
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||||
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
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public void Cancel(DoAfterId? id, DoAfterComponent? comp = null, bool force = false)
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{
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if (id != null)
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Cancel(id.Value.Uid, id.Value.Index, comp);
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Cancel(id.Value.Uid, id.Value.Index, comp, force);
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}
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/// <summary>
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||||
/// Cancels an active DoAfter.
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||||
/// </summary>
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||||
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
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||||
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null, bool force = false)
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{
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if (!Resolve(entity, ref comp, false))
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return;
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||||
@@ -333,13 +334,13 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
|
||||
return;
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||||
}
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||||
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InternalCancel(doAfter, comp);
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||||
InternalCancel(doAfter, comp, force: force);
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Dirty(entity, comp);
|
||||
}
|
||||
|
||||
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
|
||||
private void InternalCancel(DoAfter doAfter, DoAfterComponent component, bool force = false)
|
||||
{
|
||||
if (doAfter.Cancelled || doAfter.Completed)
|
||||
if (doAfter.Cancelled || (doAfter.Completed && !force))
|
||||
return;
|
||||
|
||||
// Caller is responsible for dirtying the component.
|
||||
|
||||
@@ -7,6 +7,14 @@
|
||||
components:
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||||
- type: Action
|
||||
|
||||
# base proto for an action that requires a DoAfter
|
||||
- type: entity
|
||||
abstract: true
|
||||
parent: BaseAction
|
||||
id: BaseDoAfterAction
|
||||
components:
|
||||
- type: DoAfterArgs
|
||||
|
||||
# an action that is done all in le head and cant be prevented by any means
|
||||
- type: entity
|
||||
abstract: true
|
||||
|
||||
Reference in New Issue
Block a user