* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
174 lines
5.0 KiB
C#
174 lines
5.0 KiB
C#
#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.DoAfter
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{
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public sealed class DoAfter
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{
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public Task<DoAfterStatus> AsTask { get; }
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private TaskCompletionSource<DoAfterStatus> Tcs { get;}
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public DoAfterEventArgs EventArgs;
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public TimeSpan StartTime { get; }
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public float Elapsed { get; set; }
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public GridCoordinates UserGrid { get; }
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public GridCoordinates TargetGrid { get; }
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private bool _tookDamage;
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public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
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// NeedHand
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private string? _activeHand;
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private ItemComponent? _activeItem;
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public DoAfter(DoAfterEventArgs eventArgs)
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{
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EventArgs = eventArgs;
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StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (eventArgs.BreakOnUserMove)
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{
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UserGrid = eventArgs.User.Transform.GridPosition;
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}
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if (eventArgs.BreakOnTargetMove)
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{
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// Target should never be null if the bool is set.
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TargetGrid = eventArgs.Target!.Transform.GridPosition;
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}
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// For this we need to stay on the same hand slot and need the same item in that hand slot
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// (or if there is no item there we need to keep it free).
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if (eventArgs.NeedHand && eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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_activeHand = handsComponent.ActiveHand;
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_activeItem = handsComponent.GetActiveHand;
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}
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Tcs = new TaskCompletionSource<DoAfterStatus>();
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AsTask = Tcs.Task;
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}
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public void HandleDamage(object? sender, DamageEventArgs eventArgs)
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{
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_tookDamage = true;
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}
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public void Run(float frameTime)
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{
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switch (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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case DoAfterStatus.Finished:
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Elapsed += frameTime;
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if (IsFinished())
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{
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Tcs.SetResult(DoAfterStatus.Finished);
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return;
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}
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if (IsCancelled())
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{
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Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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}
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private bool IsCancelled()
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{
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//https://github.com/tgstation/tgstation/blob/1aa293ea337283a0191140a878eeba319221e5df/code/__HELPERS/mobs.dm
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if (EventArgs.CancelToken.IsCancellationRequested)
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{
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return true;
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}
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// TODO :Handle inertia in space.
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if (EventArgs.BreakOnUserMove && EventArgs.User.Transform.GridPosition != UserGrid)
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{
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return true;
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}
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if (EventArgs.BreakOnTargetMove && EventArgs.Target!.Transform.GridPosition != TargetGrid)
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{
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return true;
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}
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if (EventArgs.BreakOnDamage && _tookDamage)
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{
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return true;
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}
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if (EventArgs.ExtraCheck != null && !EventArgs.ExtraCheck.Invoke())
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{
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return true;
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}
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if (EventArgs.BreakOnStun &&
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EventArgs.User.TryGetComponent(out StunnableComponent stunnableComponent) &&
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stunnableComponent.Stunned)
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{
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return true;
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}
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if (EventArgs.NeedHand)
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{
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if (!EventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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// If we had a hand but no longer have it that's still a paddlin'
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if (_activeHand != null)
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{
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return true;
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}
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}
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else
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{
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var currentActiveHand = handsComponent.ActiveHand;
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if (_activeHand != currentActiveHand)
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{
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return true;
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}
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var currentItem = handsComponent.GetActiveHand;
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if (_activeItem != currentItem)
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{
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return true;
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}
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}
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}
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return false;
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}
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private bool IsFinished()
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{
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if (Elapsed <= EventArgs.Delay)
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{
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return false;
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}
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return true;
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}
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}
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}
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