Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterSystem.cs
metalgearsloth 684ec60be6 Pausing content (#3061)
* Change EntityQuery to not retrieve paused by default

* GetAllComponents

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:48 +11:00

97 lines
3.0 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems.DoAfter
{
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
{
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>(true))
{
var cancelled = new List<DoAfter>(0);
var finished = new List<DoAfter>(0);
foreach (var doAfter in comp.DoAfters.ToArray())
{
doAfter.Run(frameTime);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
cancelled.Add(doAfter);
break;
case DoAfterStatus.Finished:
finished.Add(doAfter);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
foreach (var doAfter in cancelled)
{
comp.Cancelled(doAfter);
}
foreach (var doAfter in finished)
{
comp.Finished(doAfter);
}
finished.Clear();
}
}
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
public async Task<DoAfterStatus> DoAfter(DoAfterEventArgs eventArgs)
{
// Setup
var doAfter = new DoAfter(eventArgs);
// Caller's gonna be responsible for this I guess
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
IDamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
damageableComponent.HealthChangedEvent += doAfter.HandleDamage;
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.HealthChangedEvent -= doAfter.HandleDamage;
}
return doAfter.Status;
}
}
public enum DoAfterStatus
{
Running,
Cancelled,
Finished,
}
}