* Readonly, typos and redundant string interpolations * Namespaces * Optimize imports * Address reviews * but actually * Localize missing strings * Remove redundant vars
97 lines
3.0 KiB
C#
97 lines
3.0 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Threading;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Utility;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
|
|
// ReSharper disable UnassignedReadonlyField
|
|
|
|
namespace Content.Server.GameObjects.EntitySystems.DoAfter
|
|
{
|
|
public sealed class DoAfterEventArgs
|
|
{
|
|
// Premade checks
|
|
public Func<bool> GetInRangeUnobstructed(CollisionGroup collisionMask = CollisionGroup.MobMask)
|
|
{
|
|
if (Target == null)
|
|
{
|
|
throw new InvalidOperationException("Can't supply a null target to DoAfterEventArgs.GetInRangeUnobstructed");
|
|
}
|
|
|
|
bool Ignored(IEntity entity) => entity == User || entity == Target;
|
|
return () => User.InRangeUnobstructed(Target, collisionMask: collisionMask, predicate: Ignored);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The entity invoking do_after
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// How long does the do_after require to complete
|
|
/// </summary>
|
|
public float Delay { get; }
|
|
|
|
/// <summary>
|
|
/// Applicable target (if relevant)
|
|
/// </summary>
|
|
public IEntity? Target { get; }
|
|
|
|
/// <summary>
|
|
/// Manually cancel the do_after so it no longer runs
|
|
/// </summary>
|
|
public CancellationToken CancelToken { get; }
|
|
|
|
// Break the chains
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
public bool NeedHand { get; set; }
|
|
|
|
/// <summary>
|
|
/// If do_after stops when the user moves
|
|
/// </summary>
|
|
public bool BreakOnUserMove { get; set; }
|
|
|
|
/// <summary>
|
|
/// If do_after stops when the target moves (if there is a target)
|
|
/// </summary>
|
|
public bool BreakOnTargetMove { get; set; }
|
|
|
|
public bool BreakOnDamage { get; set; }
|
|
public bool BreakOnStun { get; set; }
|
|
|
|
/// <summary>
|
|
/// Requires a function call once at the end (like InRangeUnobstructed).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client.
|
|
/// </remarks>
|
|
public Func<bool>? PostCheck { get; set; } = null;
|
|
|
|
/// <summary>
|
|
/// Additional conditions that need to be met. Return false to cancel.
|
|
/// </summary>
|
|
public Func<bool>? ExtraCheck { get; set; }
|
|
|
|
public DoAfterEventArgs(
|
|
IEntity user,
|
|
float delay,
|
|
CancellationToken cancelToken = default,
|
|
IEntity? target = null)
|
|
{
|
|
User = user;
|
|
Delay = delay;
|
|
CancelToken = cancelToken;
|
|
Target = target;
|
|
|
|
if (Target == null)
|
|
{
|
|
BreakOnTargetMove = false;
|
|
}
|
|
}
|
|
}
|
|
}
|