#nullable enable using System; using System.Threading; using Robust.Shared.Interfaces.GameObjects; namespace Content.Server.GameObjects.EntitySystems { public sealed class DoAfterEventArgs { /// /// 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; } /// /// If do_after stops when the user moves /// public bool BreakOnUserMove { get; } /// /// If do_after stops when the target moves (if there is a target) /// public bool BreakOnTargetMove { get; } public bool BreakOnDamage { get; } public bool BreakOnStun { get; } /// /// Additional conditions that need to be met. Return false to cancel. /// public Func? ExtraCheck { get; } public DoAfterEventArgs( IEntity user, float delay, CancellationToken cancelToken, IEntity? target = null, bool needHand = true, bool breakOnUserMove = true, bool breakOnTargetMove = true, bool breakOnDamage = true, bool breakOnStun = true, Func? extraCheck = null ) { User = user; Delay = delay; CancelToken = cancelToken; Target = target; NeedHand = needHand; BreakOnUserMove = breakOnUserMove; BreakOnTargetMove = breakOnTargetMove; BreakOnDamage = breakOnDamage; BreakOnStun = breakOnStun; ExtraCheck = extraCheck; if (Target == null) { BreakOnTargetMove = false; } } } }