using Content.Shared.DoAfter; using Content.Shared.Examine; using JetBrains.Annotations; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Collections; using Robust.Shared.GameStates; using Robust.Shared.Network; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Content.Client.DoAfter { /// /// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors /// such as moving. /// [UsedImplicitly] public sealed class DoAfterSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IPlayerManager _player = default!; /// /// We'll use an excess time so stuff like finishing effects can show. /// public const float ExcessTime = 0.5f; public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeNetworkEvent(OnCancelledDoAfter); SubscribeLocalEvent(OnDoAfterHandleState); IoCManager.Resolve().AddOverlay(new DoAfterOverlay()); } public override void Shutdown() { base.Shutdown(); IoCManager.Resolve().RemoveOverlay(); } private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args) { if (args.Current is not DoAfterComponentState state) return; var toRemove = new RemQueue(); foreach (var (id, doAfter) in component.DoAfters) { var found = false; foreach (var clientdoAfter in state.DoAfters) { if (clientdoAfter.ID == id) { found = true; break; } } if (!found) { toRemove.Add(doAfter); } } foreach (var doAfter in toRemove) { Remove(component, doAfter); } foreach (var doAfter in state.DoAfters) { if (component.DoAfters.ContainsKey(doAfter.ID)) continue; component.DoAfters.Add(doAfter.ID, doAfter); } } private void OnCancelledDoAfter(CancelledDoAfterMessage ev) { if (!TryComp(ev.Uid, out var doAfter)) return; Cancel(doAfter, ev.ID); } /// /// Remove a DoAfter without showing a cancellation graphic. /// /// public void Remove(DoAfterComponent component, ClientDoAfter clientDoAfter) { component.DoAfters.Remove(clientDoAfter.ID); var found = false; component.CancelledDoAfters.Remove(clientDoAfter.ID); if (!found) component.DoAfters.Remove(clientDoAfter.ID); } /// /// Mark a DoAfter as cancelled and show a cancellation graphic. /// /// Actual removal is handled by DoAfterEntitySystem. public void Cancel(DoAfterComponent component, byte id) { if (component.CancelledDoAfters.ContainsKey(id)) return; if (!component.DoAfters.ContainsKey(id)) return; var doAfterMessage = component.DoAfters[id]; doAfterMessage.Cancelled = true; component.CancelledDoAfters.Add(id, doAfterMessage); } // TODO separate DoAfter & ActiveDoAfter components for the entity query. public override void Update(float frameTime) { if (!_gameTiming.IsFirstTimePredicted) return; var playerEntity = _player.LocalPlayer?.ControlledEntity; foreach (var (comp, xform) in EntityQuery()) { var doAfters = comp.DoAfters; if (doAfters.Count == 0) { continue; } var userGrid = xform.Coordinates; var toRemove = new RemQueue(); // Check cancellations / finishes foreach (var (id, doAfter) in doAfters) { // If we've passed the final time (after the excess to show completion graphic) then remove. if ((doAfter.Accumulator + doAfter.CancelledAccumulator) > doAfter.Delay + ExcessTime) { toRemove.Add(doAfter); continue; } if (doAfter.Cancelled) { doAfter.CancelledAccumulator += frameTime; continue; } doAfter.Accumulator += frameTime; // Well we finished so don't try to predict cancels. if (doAfter.Accumulator > doAfter.Delay) { continue; } // Predictions if (comp.Owner != playerEntity) continue; // TODO: Add these back in when I work out some system for changing the accumulation rate // based on ping. Right now these would show as cancelled near completion if we moved at the end // despite succeeding. continue; if (doAfter.BreakOnUserMove) { if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.MovementThreshold)) { Cancel(comp, id); continue; } } if (doAfter.BreakOnTargetMove) { if (!EntityManager.Deleted(doAfter.Target) && !Transform(doAfter.Target.Value).Coordinates.InRange(EntityManager, doAfter.TargetGrid, doAfter.MovementThreshold)) { Cancel(comp, id); continue; } } } foreach (var doAfter in toRemove) { Remove(comp, doAfter); } // Remove cancelled DoAfters after ExcessTime has elapsed var toRemoveCancelled = new List(); foreach (var (_, doAfter) in comp.CancelledDoAfters) { if (doAfter.CancelledAccumulator > ExcessTime) { toRemoveCancelled.Add(doAfter); } } foreach (var doAfter in toRemoveCancelled) { Remove(comp, doAfter); } } } } }