149 lines
5.4 KiB
C#
149 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Damage;
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using Content.Shared.MobState;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.DoAfter
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{
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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// We cache these lists as to not allocate them every update tick...
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private readonly Queue<DoAfter> _cancelled = new();
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private readonly Queue<DoAfter> _finished = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(HandleDamage);
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SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(HandleStateChanged);
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}
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private void HandleStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
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{
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if (!args.CurrentMobState.IsIncapacitated())
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return;
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foreach (var doAfter in component.DoAfters)
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{
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doAfter.Cancel();
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}
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}
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public void HandleDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
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{
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if (!args.InterruptsDoAfters || !args.DamageIncreased)
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return;
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foreach (var doAfter in component.DoAfters)
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{
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if (doAfter.EventArgs.BreakOnDamage)
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{
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doAfter.Cancel();
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}
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var comp in EntityManager.EntityQuery<DoAfterComponent>())
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{
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foreach (var doAfter in comp.DoAfters.ToArray())
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{
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doAfter.Run(frameTime, EntityManager);
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switch (doAfter.Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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_cancelled.Enqueue(doAfter);
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break;
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case DoAfterStatus.Finished:
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_finished.Enqueue(doAfter);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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while (_cancelled.TryDequeue(out var doAfter))
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{
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comp.Cancelled(doAfter);
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if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserCancelledEvent, false);
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if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetCancelledEvent != null)
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RaiseLocalEvent(target, doAfter.EventArgs.TargetCancelledEvent, false);
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if(doAfter.EventArgs.BroadcastCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
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}
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while (_finished.TryDequeue(out var doAfter))
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{
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comp.Finished(doAfter);
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if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserFinishedEvent, false);
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if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetFinishedEvent != null)
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RaiseLocalEvent(target, doAfter.EventArgs.TargetFinishedEvent, false);
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if(doAfter.EventArgs.BroadcastFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
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}
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}
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}
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/// <summary>
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/// Tasks that are delayed until the specified time has passed
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
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{
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var doAfter = CreateDoAfter(eventArgs);
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await doAfter.AsTask;
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return doAfter.Status;
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}
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/// <summary>
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/// Creates a DoAfter without waiting for it to finish. You can use events with this.
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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public void DoAfter(DoAfterEventArgs eventArgs)
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{
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CreateDoAfter(eventArgs);
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}
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private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
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{
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// Setup
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var doAfter = new DoAfter(eventArgs, EntityManager);
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// Caller's gonna be responsible for this I guess
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var doAfterComponent = EntityManager.GetComponent<DoAfterComponent>(eventArgs.User);
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doAfterComponent.Add(doAfter);
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return doAfter;
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}
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}
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public enum DoAfterStatus
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{
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Running,
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Cancelled,
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Finished,
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}
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}
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