Files
tbd-station-14/Content.Shared/GameObjects/Components/SharedDoAfterComponent.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

64 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
{
public abstract class SharedDoAfterComponent : Component
{
public override string Name => "DoAfter";
public override uint? NetID => ContentNetIDs.DO_AFTER;
}
[Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : ComponentMessage
{
public byte ID { get; }
public CancelledDoAfterMessage(byte id)
{
ID = id;
}
}
/// <summary>
/// We send a trimmed-down version of the DoAfter for the client for it to use.
/// </summary>
[Serializable, NetSerializable]
public sealed class DoAfterMessage : ComponentMessage
{
// To see what these do look at DoAfter and DoAfterEventArgs
public byte ID { get; }
public TimeSpan StartTime { get; }
public GridCoordinates UserGrid { get; }
public GridCoordinates TargetGrid { get; }
public EntityUid TargetUid { get; }
public float Delay { get; }
// TODO: The other ones need predicting
public bool BreakOnUserMove { get; }
public bool BreakOnTargetMove { get; }
public DoAfterMessage(byte id, GridCoordinates userGrid, GridCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
{
ID = id;
UserGrid = userGrid;
TargetGrid = targetGrid;
StartTime = startTime;
Delay = delay;
BreakOnUserMove = breakOnUserMove;
BreakOnTargetMove = breakOnTargetMove;
TargetUid = targetUid;
}
}
}