using Content.Shared.FixedPoint;
using Robust.Shared.Serialization;
namespace Content.Shared.DoAfter;
[Serializable, NetSerializable]
[DataDefinition]
public sealed partial class DoAfterArgs
{
///
/// The entity invoking do_after
///
[NonSerialized]
[DataField("user", required: true)]
public EntityUid User;
public NetEntity NetUser;
///
/// How long does the do_after require to complete
///
[DataField("delay", required: true)]
public TimeSpan Delay;
///
/// Applicable target (if relevant)
///
[NonSerialized]
[DataField("target")]
public EntityUid? Target;
public NetEntity? NetTarget;
///
/// Entity used by the User on the Target.
///
[NonSerialized]
[DataField("using")]
public EntityUid? Used;
public NetEntity? NetUsed;
///
/// Whether the progress bar for this DoAfter should be hidden from other players.
///
[DataField]
public bool Hidden;
#region Event options
///
/// The event that will get raised when the DoAfter has finished. If null, this will simply raise a
///
[DataField("event", required: true)]
public DoAfterEvent Event = default!;
///
/// This option determines how frequently the DoAfterAttempt event will get raised. Defaults to never raising the
/// event.
///
[DataField("attemptEventFrequency")]
public AttemptFrequency AttemptFrequency;
///
/// Entity which will receive the directed event. If null, no directed event will be raised.
///
[NonSerialized]
[DataField("eventTarget")]
public EntityUid? EventTarget;
public NetEntity? NetEventTarget;
///
/// Should the DoAfter event broadcast? If this is false, then should be a valid entity.
///
[DataField("broadcast")]
public bool Broadcast;
#endregion
#region Break/Cancellation Options
// Break the chains
///
/// Whether or not this do after requires the user to have hands.
///
[DataField("needHand")]
public bool NeedHand;
///
/// 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). This does nothing if is false.
///
[DataField("breakOnHandChange")]
public bool BreakOnHandChange = true;
///
/// If do_after stops when the user moves
///
[DataField("breakOnUserMove")]
public bool BreakOnUserMove;
///
/// If this is true then any movement, even when weightless, will break the doafter.
/// When there is no gravity, BreakOnUserMove is ignored. If it is false to begin with nothing will change.
///
[DataField("breakOnWeightlessMove")]
public bool BreakOnWeightlessMove;
///
/// If do_after stops when the target moves (if there is a target)
///
[DataField("breakOnTargetMove")]
public bool BreakOnTargetMove;
///
/// Threshold for user and target movement
///
[DataField("movementThreshold")]
public float MovementThreshold = 0.1f;
///
/// Threshold for distance user from the used OR target entities.
///
[DataField("distanceThreshold")]
public float? DistanceThreshold;
///
/// Whether damage will cancel the DoAfter. See also .
///
[DataField("breakOnDamage")]
public bool BreakOnDamage;
///
/// Threshold for user damage. This damage has to be dealt in a single event, not over time.
///
[DataField("damageThreshold")]
public FixedPoint2 DamageThreshold = 1;
///
/// If true, this DoAfter will be canceled if the user can no longer interact with the target.
///
[DataField("requireCanInteract")]
public bool RequireCanInteract = true;
#endregion
#region Duplicates
///
/// If true, this will prevent duplicate DoAfters from being started See also .
///
///
/// Note that this will block even if the duplicate is cancelled because either DoAfter had
/// enabled.
///
[DataField("blockDuplicate")]
public bool BlockDuplicate = true;
//TODO: User pref to not cancel on second use on specific doafters
///
/// If true, this will cancel any duplicate DoAfters when attempting to add a new DoAfter. See also
/// .
///
[DataField("cancelDuplicate")]
public bool CancelDuplicate = true;
///
/// These flags determine what DoAfter properties are used to determine whether one DoAfter is a duplicate of
/// another.
///
///
/// Note that both DoAfters may have their own conditions, and they will be considered duplicated if either set
/// of conditions is satisfied.
///
[DataField("duplicateCondition")]
public DuplicateConditions DuplicateCondition = DuplicateConditions.All;
#endregion
///
/// Additional conditions that need to be met. Return false to cancel.
///
[NonSerialized]
[Obsolete("Use checkEvent instead")]
public Func? ExtraCheck;
#region Constructors
///
/// Creates a new set of DoAfter arguments.
///
/// The user that will perform the DoAfter
/// The time it takes for the DoAfter to complete
/// The event that will be raised when the DoAfter has ended (completed or cancelled).
/// The entity at which the event will be directed. If null, the event will not be directed.
/// The entity being targeted by the DoAFter. Not the same as .
/// The entity being used during the DoAfter. E.g., a tool
public DoAfterArgs(
IEntityManager entManager,
EntityUid user,
TimeSpan delay,
DoAfterEvent @event,
EntityUid? eventTarget,
EntityUid? target = null,
EntityUid? used = null)
{
User = user;
Delay = delay;
Target = target;
Used = used;
EventTarget = eventTarget;
Event = @event;
NetUser = entManager.GetNetEntity(User);
NetTarget = entManager.GetNetEntity(Target);
NetUsed = entManager.GetNetEntity(Used);
}
private DoAfterArgs()
{
}
///
/// Creates a new set of DoAfter arguments.
///
/// The user that will perform the DoAfter
/// The time it takes for the DoAfter to complete, in seconds
/// The event that will be raised when the DoAfter has ended (completed or cancelled).
/// The entity at which the event will be directed. If null, the event will not be directed.
/// The entity being targeted by the DoAfter. Not the same as .
/// The entity being used during the DoAfter. E.g., a tool
public DoAfterArgs(
IEntityManager entManager,
EntityUid user,
float seconds,
DoAfterEvent @event,
EntityUid? eventTarget,
EntityUid? target = null,
EntityUid? used = null)
: this(entManager, user, TimeSpan.FromSeconds(seconds), @event, eventTarget, target, used)
{
}
#endregion
//The almighty pyramid returns.......
public DoAfterArgs(DoAfterArgs other)
{
User = other.User;
Delay = other.Delay;
Target = other.Target;
Used = other.Used;
Hidden = other.Hidden;
EventTarget = other.EventTarget;
Broadcast = other.Broadcast;
NeedHand = other.NeedHand;
BreakOnHandChange = other.BreakOnHandChange;
BreakOnUserMove = other.BreakOnUserMove;
BreakOnWeightlessMove = other.BreakOnWeightlessMove;
BreakOnTargetMove = other.BreakOnTargetMove;
MovementThreshold = other.MovementThreshold;
DistanceThreshold = other.DistanceThreshold;
BreakOnDamage = other.BreakOnDamage;
DamageThreshold = other.DamageThreshold;
RequireCanInteract = other.RequireCanInteract;
AttemptFrequency = other.AttemptFrequency;
BlockDuplicate = other.BlockDuplicate;
CancelDuplicate = other.CancelDuplicate;
DuplicateCondition = other.DuplicateCondition;
// Networked
NetUser = other.NetUser;
NetTarget = other.NetTarget;
NetUsed = other.NetUsed;
NetEventTarget = other.NetEventTarget;
Event = other.Event.Clone();
}
}
///
/// See .
///
[Flags]
public enum DuplicateConditions : byte
{
///
/// This DoAfter will consider any other DoAfter with the same user to be a duplicate.
///
None = 0,
///
/// Requires that refers to the same entity in order to be considered a duplicate.
///
///
/// E.g., if all checks are enabled for stripping, then stripping different articles of clothing on the same
/// mob would be allowed. If instead this check were disabled, then any stripping actions on the same target
/// would be considered duplicates, so you would only be able to take one piece of clothing at a time.
///
SameTool = 1 << 1,
///
/// Requires that refers to the same entity in order to be considered a duplicate.
///
///
/// E.g., if all checks are enabled for mining, then using the same pickaxe to mine different rocks will be
/// allowed. If instead this check were disabled, then the trying to mine a different rock with the same
/// pickaxe would be considered a duplicate DoAfter.
///
SameTarget = 1 << 2,
///
/// Requires that the types match in order to be considered a duplicate.
///
///
/// If your DoAfter should block other unrelated DoAfters involving the same set of entities, you may want
/// to disable this condition. E.g. force feeding a donk pocket and forcefully giving someone a donk pocket
/// should be mutually exclusive, even though the DoAfters have unrelated effects.
///
SameEvent = 1 << 3,
All = SameTool | SameTarget | SameEvent,
}
public enum AttemptFrequency : byte
{
///
/// Never raise the attempt event.
///
Never = 0,
///
/// Raises the attempt event when the DoAfter is about to start or end.
///
StartAndEnd = 1,
///
/// Raise the attempt event every tick while the DoAfter is running.
///
EveryTick = 2
}