* Adds Action DoAfter Events * Adds DoAfterArgs fields to DoAfterComp * Adds a base doafter action * Adds Attempt action doafter logic * Adds doafter logic to actions * Changes Action Attempt Doafter and action doafter to take in Performer and the original use delay. Use delay now triggers when a repeated action is cancelled. * Readds the TryPerformAction method and readds request perform action into the action doafter events * Adds a force skip to DoAfter Cancel so we can skip the complete check * Adds a Delay Reduction field to the comp and to the comp state * Fixes doafter mispredict, changes doafter comp check to a guard clause, sets delay reduction if it exists. * Cancels ActionDoAfter if charges is 0 * Serializes Attempt Frequency * Comment for rework * Changes todo into a comment * Moves doafterargs to doafterargscomp * Adds DoAfterArgs comp to BaseDoAfterAction * Removes unused trycomp with actionDoAfter * Replaces DoAfterRepateUseDelay const with timespan.zero * Removes unused usings * Makes SharedActionsSystem partial, adds DoAfter partial class to ActionSystem, moves ActionDoAfter logic to the SharedActionsSystem.DoAfter class * Cleanup and prediction * Renames OnActionDoAfterAttempt to OnActionDoAfter, moves both to Shared Action DoAfter * Removes ActionAttemptDoAfterEvent and moves its summaries to ActionDoAfterEvent. Converts OnActionDoAfterAttempt into TryStartActionDoAfter * Removes Extra check for charges and actiondoafters * Sloptimization * Cleanup * Cleanup * Adds param descs --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using Content.Shared.Actions.Events;
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using Content.Shared.DoAfter;
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namespace Content.Shared.Actions;
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public abstract partial class SharedActionsSystem
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{
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protected void InitializeActionDoAfter()
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{
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SubscribeLocalEvent<DoAfterArgsComponent, ActionDoAfterEvent>(OnActionDoAfter);
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}
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private bool TryStartActionDoAfter(Entity<DoAfterArgsComponent> ent, Entity<DoAfterComponent?> performer, TimeSpan? originalUseDelay, RequestPerformActionEvent input)
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{
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// relay to user
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if (!Resolve(performer, ref performer.Comp))
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return false;
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var delay = ent.Comp.Delay;
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var netEnt = GetNetEntity(performer);
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var actionDoAfterEvent = new ActionDoAfterEvent(netEnt, originalUseDelay, input);
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var doAfterArgs = new DoAfterArgs(EntityManager, performer, delay, actionDoAfterEvent, ent.Owner, performer)
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{
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AttemptFrequency = ent.Comp.AttemptFrequency,
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Broadcast = ent.Comp.Broadcast,
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Hidden = ent.Comp.Hidden,
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NeedHand = ent.Comp.NeedHand,
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BreakOnHandChange = ent.Comp.BreakOnHandChange,
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BreakOnDropItem = ent.Comp.BreakOnDropItem,
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BreakOnMove = ent.Comp.BreakOnMove,
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BreakOnWeightlessMove = ent.Comp.BreakOnWeightlessMove,
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MovementThreshold = ent.Comp.MovementThreshold,
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DistanceThreshold = ent.Comp.DistanceThreshold,
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BreakOnDamage = ent.Comp.BreakOnDamage,
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DamageThreshold = ent.Comp.DamageThreshold,
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RequireCanInteract = ent.Comp.RequireCanInteract
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};
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return _doAfter.TryStartDoAfter(doAfterArgs, performer);
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}
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private void OnActionDoAfter(Entity<DoAfterArgsComponent> ent, ref ActionDoAfterEvent args)
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{
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if (!_actionQuery.TryComp(ent, out var actionComp))
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return;
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var performer = GetEntity(args.Performer);
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var action = (ent, actionComp);
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// If this doafter is on repeat and was cancelled, start use delay as expected
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if (args.Cancelled && ent.Comp.Repeat)
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{
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SetUseDelay(action, args.OriginalUseDelay);
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RemoveCooldown(action);
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StartUseDelay(action);
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UpdateAction(action);
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return;
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}
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args.Repeat = ent.Comp.Repeat;
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// Set the use delay to 0 so this can repeat properly
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if (ent.Comp.Repeat)
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{
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SetUseDelay(action, TimeSpan.Zero);
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}
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if (args.Cancelled)
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return;
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// Post original doafter, reduce the time on it now for other casts if ables
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if (ent.Comp.DelayReduction != null)
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args.Args.Delay = ent.Comp.DelayReduction.Value;
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// Validate again for charges, blockers, etc
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if (TryPerformAction(args.Input, performer, skipDoActionRequest: true))
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return;
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// Cancel this doafter if we can't validate the action
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_doAfter.Cancel(args.DoAfter.Id, force: true);
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}
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}
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