using System.Diagnostics.CodeAnalysis; using Content.Shared.DoAfter; using Content.Shared.Hands.Components; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Prototypes; 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. /// public sealed class DoAfterSystem : SharedDoAfterSystem { [Dependency] private readonly IOverlayManager _overlay = default!; [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly MetaDataSystem _metadata = default!; public override void Initialize() { base.Initialize(); _overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming, _player)); } public override void Shutdown() { base.Shutdown(); _overlay.RemoveOverlay(); } #pragma warning disable RA0028 // No base call in overriden function public override void Update(float frameTime) #pragma warning restore RA0028 // No base call in overriden function { // Currently this only predicts do afters initiated by the player. // TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically // ones that depend on the target not moving, because the cancellation of those do afters should be readily // predictable by clients. var playerEntity = _player.LocalEntity; if (!TryComp(playerEntity, out ActiveDoAfterComponent? active)) return; if (_metadata.EntityPaused(playerEntity.Value)) return; var time = GameTiming.CurTime; var comp = Comp(playerEntity.Value); var xformQuery = GetEntityQuery(); var handsQuery = GetEntityQuery(); Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery); } /// /// Try to find an active do-after being executed by the local player. /// /// The entity the do after must be targeting () /// The found do-after. /// The event to be raised on the found do-after when it completes. /// The progress of the found do-after, from 0 to 1. /// The type of event that must be raised by the found do-after. /// True if a do-after was found. public bool TryFindActiveDoAfter( EntityUid entity, [NotNullWhen(true)] out Shared.DoAfter.DoAfter? doAfter, [NotNullWhen(true)] out T? @event, out float progress) where T : DoAfterEvent { var playerEntity = _player.LocalEntity; doAfter = null; @event = null; progress = default; if (!TryComp(playerEntity, out ActiveDoAfterComponent? active)) return false; if (_metadata.EntityPaused(playerEntity.Value)) return false; var comp = Comp(playerEntity.Value); var time = GameTiming.CurTime; foreach (var candidate in comp.DoAfters.Values) { if (candidate.Cancelled) continue; if (candidate.Args.Target != entity) continue; if (candidate.Args.Event is not T candidateEvent) continue; @event = candidateEvent; doAfter = candidate; var elapsed = time - doAfter.StartTime; progress = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds); return true; } return false; } }