Re-organize all projects (#4166)
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148
Content.Client/DoAfter/DoAfterSystem.cs
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148
Content.Client/DoAfter/DoAfterSystem.cs
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using System.Linq;
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using Content.Shared.Examine;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Client.DoAfter
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{
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/// <summary>
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/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
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/// such as moving.
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/// </summary>
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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/*
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* How this is currently setup (client-side):
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* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
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* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
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* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
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* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
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*/
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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public const float ExcessTime = 0.5f;
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private IEntity? _attachedEntity;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<PlayerAttachSysMessage>();
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}
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private void HandlePlayerAttached(PlayerAttachSysMessage message)
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{
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_attachedEntity = message.AttachedEntity;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var currentTime = _gameTiming.CurTime;
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// Can't see any I guess?
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if (_attachedEntity == null || _attachedEntity.Deleted)
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return;
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var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
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foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>(true))
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{
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var doAfters = comp.DoAfters.ToList();
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var compPos = comp.Owner.Transform.WorldPosition;
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if (doAfters.Count == 0 ||
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comp.Owner.Transform.MapID != _attachedEntity.Transform.MapID ||
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!viewbox.Contains(compPos))
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{
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comp.Disable();
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continue;
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}
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var range = (compPos - _attachedEntity.Transform.WorldPosition).Length +
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0.01f;
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if (comp.Owner != _attachedEntity &&
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!ExamineSystemShared.InRangeUnOccluded(
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_attachedEntity.Transform.MapPosition,
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comp.Owner.Transform.MapPosition, range,
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entity => entity == comp.Owner || entity == _attachedEntity))
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{
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comp.Disable();
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continue;
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}
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comp.Enable();
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var userGrid = comp.Owner.Transform.Coordinates;
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// Check cancellations / finishes
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foreach (var (id, doAfter) in doAfters)
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{
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var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
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// If we've passed the final time (after the excess to show completion graphic) then remove.
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if (elapsedTime > doAfter.Delay + ExcessTime)
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{
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comp.Remove(doAfter);
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continue;
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}
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// Don't predict cancellation if it's already finished.
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if (elapsedTime > doAfter.Delay)
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{
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continue;
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}
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// Predictions
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if (doAfter.BreakOnUserMove)
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{
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if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.MovementThreshold))
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{
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comp.Cancel(id, currentTime);
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continue;
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}
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}
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if (doAfter.BreakOnTargetMove)
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{
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if (EntityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity) &&
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!targetEntity.Transform.Coordinates.InRange(EntityManager, doAfter.TargetGrid,
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doAfter.MovementThreshold))
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{
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comp.Cancel(id, currentTime);
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continue;
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}
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}
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}
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var count = comp.CancelledDoAfters.Count;
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// Remove cancelled DoAfters after ExcessTime has elapsed
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for (var i = count - 1; i >= 0; i--)
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{
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var cancelled = comp.CancelledDoAfters[i];
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if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
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{
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comp.Remove(cancelled.Message);
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}
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}
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}
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}
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}
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}
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