* 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>
64 lines
1.9 KiB
C#
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;
|
|
}
|
|
}
|
|
} |