#nullable enable using System; using System.Threading; using Content.Shared.Physics; using Content.Shared.Utility; using Robust.Shared.Interfaces.GameObjects; // ReSharper disable UnassignedReadonlyField namespace Content.Server.GameObjects.EntitySystems.DoAfter { public sealed class DoAfterEventArgs { // Premade checks public Func GetInRangeUnobstructed(CollisionGroup collisionMask = CollisionGroup.MobMask) { if (Target == null) { throw new InvalidOperationException("Can't supply a null target to DoAfterEventArgs.GetInRangeUnobstructed"); } bool Ignored(IEntity entity) => entity == User || entity == Target; return () => User.InRangeUnobstructed(Target, collisionMask: collisionMask, predicate: Ignored); } /// /// The entity invoking do_after /// public IEntity User { get; } /// /// How long does the do_after require to complete /// public float Delay { get; } /// /// Applicable target (if relevant) /// public IEntity? Target { get; } /// /// Manually cancel the do_after so it no longer runs /// public CancellationToken CancelToken { get; } // Break the chains /// /// Whether we need to keep our active hand as is (i.e. can't change hand or change item). /// This also covers requiring the hand to be free (if applicable). /// public bool NeedHand { get; set; } /// /// If do_after stops when the user moves /// public bool BreakOnUserMove { get; set; } /// /// If do_after stops when the target moves (if there is a target) /// public bool BreakOnTargetMove { get; set; } public bool BreakOnDamage { get; set; } public bool BreakOnStun { get; set; } /// /// Requires a function call once at the end (like InRangeUnobstructed). /// /// /// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client. /// public Func? PostCheck { get; set; } = null; /// /// Additional conditions that need to be met. Return false to cancel. /// public Func? ExtraCheck { get; set; } public DoAfterEventArgs( IEntity user, float delay, CancellationToken cancelToken = default, IEntity? target = null) { User = user; Delay = delay; CancelToken = cancelToken; Target = target; if (Target == null) { BreakOnTargetMove = false; } } } }