91 lines
2.5 KiB
C#
91 lines
2.5 KiB
C#
using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DoAfter
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{
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[NetworkedComponent()]
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public abstract class SharedDoAfterComponent : Component
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{
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}
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[Serializable, NetSerializable]
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public sealed class DoAfterComponentState : ComponentState
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{
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public List<ClientDoAfter> DoAfters { get; }
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public DoAfterComponentState(List<ClientDoAfter> doAfters)
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{
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DoAfters = doAfters;
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}
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}
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[Serializable, NetSerializable]
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public sealed class CancelledDoAfterMessage : EntityEventArgs
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{
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public EntityUid Uid;
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public byte ID { get; }
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public CancelledDoAfterMessage(EntityUid uid, byte id)
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{
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Uid = uid;
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ID = id;
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}
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}
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// TODO: Merge this with the actual DoAfter
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/// <summary>
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/// We send a trimmed-down version of the DoAfter for the client for it to use.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class ClientDoAfter
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{
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public bool Cancelled = false;
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/// <summary>
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/// Accrued time when cancelled.
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/// </summary>
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public float CancelledAccumulator;
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// To see what these do look at DoAfter and DoAfterEventArgs
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public byte ID { get; }
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public TimeSpan StartTime { get; }
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public EntityCoordinates UserGrid { get; }
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public EntityCoordinates TargetGrid { get; }
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public EntityUid? Target { get; }
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public float Accumulator;
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public float Delay { get; }
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// TODO: The other ones need predicting
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public bool BreakOnUserMove { get; }
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public bool BreakOnTargetMove { get; }
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public float MovementThreshold { get; }
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public FixedPoint2 DamageThreshold { get; }
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public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime,
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float delay, bool breakOnUserMove, bool breakOnTargetMove, float movementThreshold, FixedPoint2 damageThreshold, EntityUid? target = null)
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{
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ID = id;
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UserGrid = userGrid;
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TargetGrid = targetGrid;
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StartTime = startTime;
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Delay = delay;
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BreakOnUserMove = breakOnUserMove;
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BreakOnTargetMove = breakOnTargetMove;
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MovementThreshold = movementThreshold;
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DamageThreshold = damageThreshold;
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Target = target;
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}
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}
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}
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