Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfter.cs
metalgearsloth 5b3b2e3207 do_after (#1616)
* do_after

Ports (most of) do_after from SS13.
Callers are expected to await the DoAfter task from the DoAfterSystem.
I had a dummy component for in-game testing which I removed for the PR so nothing in game uses do_after at the moment.
Currently only the movement cancellation is predicted client-side.

* Minor do_after doc cleanup

* do_the_shuffle

Fix nullable build errors.

* The last nullable

* Implement NeedHand

Thanks zum.

* nullable dereference

* Adjust the system query

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-08 18:16:13 +02:00

172 lines
5.1 KiB
C#

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