#nullable enable
using System.Linq;
using Content.Client.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.EntitySystems.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
{
/*
* How this is currently setup (client-side):
* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
*/
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
///
/// Rather than checking attached player every tick we'll just store it from the message.
///
private IEntity? _player;
///
/// We'll use an excess time so stuff like finishing effects can show.
///
public const float ExcessTime = 0.5f;
public DoAfterGui? Gui { get; private set; }
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(message => HandlePlayerAttached(message.AttachedEntity));
}
public override void Shutdown()
{
base.Shutdown();
Gui?.Dispose();
Gui = null;
_player = null;
}
private void HandlePlayerAttached(IEntity? entity)
{
_player = entity;
// Setup the GUI and pass the new data to it if applicable.
Gui?.Detached();
if (entity == null)
{
return;
}
Gui ??= new DoAfterGui();
Gui.AttachedEntity = entity;
if (entity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
foreach (var (_, doAfter) in doAfterComponent.DoAfters)
{
Gui.AddDoAfter(doAfter);
}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var currentTime = _gameTiming.CurTime;
if (_player?.IsValid() != true)
{
return;
}
if (!_player.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
return;
}
var doAfters = doAfterComponent.DoAfters.ToList();
if (doAfters.Count == 0)
{
return;
}
var userGrid = _player.Transform.GridPosition;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
{
Gui?.RemoveDoAfter(id);
doAfterComponent.Remove(doAfter);
continue;
}
// Don't predict cancellation if it's already finished.
if (elapsedTime > doAfter.Delay)
{
continue;
}
// Predictions
if (doAfter.BreakOnUserMove)
{
if (userGrid != doAfter.UserGrid)
{
doAfterComponent.Cancel(id, currentTime);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
var targetEntity = _entityManager.GetEntity(doAfter.TargetUid);
if (targetEntity.Transform.GridPosition != doAfter.TargetGrid)
{
doAfterComponent.Cancel(id, currentTime);
continue;
}
}
}
var count = doAfterComponent.CancelledDoAfters.Count;
// Remove cancelled DoAfters after ExcessTime has elapsed
for (var i = count - 1; i >= 0; i--)
{
var cancelled = doAfterComponent.CancelledDoAfters[i];
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
{
doAfterComponent.Remove(cancelled.Message);
}
}
}
}
}