160 lines
5.8 KiB
C#
160 lines
5.8 KiB
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Client.GameObjects.Components;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Timing;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Client.GameObjects.EntitySystems.DoAfter
|
|
{
|
|
/// <summary>
|
|
/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
|
|
/// such as moving.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed class DoAfterSystem : EntitySystem
|
|
{
|
|
/*
|
|
* How this is currently setup (client-side):
|
|
* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
|
|
* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
|
|
* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
|
|
* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
|
|
*/
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
/// <summary>
|
|
/// We'll use an excess time so stuff like finishing effects can show.
|
|
/// </summary>
|
|
public const float ExcessTime = 0.5f;
|
|
|
|
// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
|
|
// come into range it needs altering
|
|
private readonly HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
|
|
|
|
private IEntity? _attachedEntity;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
|
|
}
|
|
|
|
private void HandlePlayerAttached(PlayerAttachSysMessage message)
|
|
{
|
|
_attachedEntity = message.AttachedEntity;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var currentTime = _gameTiming.CurTime;
|
|
var foundComps = new HashSet<DoAfterComponent>();
|
|
|
|
// Can't see any I guess?
|
|
if (_attachedEntity == null || _attachedEntity.Deleted)
|
|
return;
|
|
|
|
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
|
|
{
|
|
if (!_knownComponents.Contains(comp))
|
|
{
|
|
_knownComponents.Add(comp);
|
|
}
|
|
|
|
var doAfters = comp.DoAfters.ToList();
|
|
|
|
if (doAfters.Count == 0)
|
|
{
|
|
if (comp.Gui != null)
|
|
comp.Gui.FirstDraw = true;
|
|
|
|
continue;
|
|
}
|
|
|
|
var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
|
|
|
|
if (comp.Owner != _attachedEntity && !ExamineSystemShared.InRangeUnOccluded(
|
|
_attachedEntity.Transform.MapPosition,
|
|
comp.Owner.Transform.MapPosition, range,
|
|
entity => entity == comp.Owner || entity == _attachedEntity))
|
|
{
|
|
if (comp.Gui != null)
|
|
comp.Gui.FirstDraw = true;
|
|
|
|
return;
|
|
}
|
|
|
|
comp.Enable();
|
|
|
|
var userGrid = comp.Owner.Transform.Coordinates;
|
|
|
|
// Check cancellations / finishes
|
|
foreach (var (id, doAfter) in doAfters)
|
|
{
|
|
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
|
|
|
|
// If we've passed the final time (after the excess to show completion graphic) then remove.
|
|
if (elapsedTime > doAfter.Delay + ExcessTime)
|
|
{
|
|
comp.Remove(doAfter);
|
|
continue;
|
|
}
|
|
|
|
// Don't predict cancellation if it's already finished.
|
|
if (elapsedTime > doAfter.Delay)
|
|
continue;
|
|
|
|
// Predictions
|
|
if (doAfter.BreakOnUserMove)
|
|
{
|
|
if (userGrid != doAfter.UserGrid)
|
|
{
|
|
comp.Cancel(id, currentTime);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (doAfter.BreakOnTargetMove)
|
|
{
|
|
if (EntityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity) && targetEntity.Transform.Coordinates != doAfter.TargetGrid)
|
|
{
|
|
comp.Cancel(id, currentTime);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
var count = comp.CancelledDoAfters.Count;
|
|
// Remove cancelled DoAfters after ExcessTime has elapsed
|
|
for (var i = count - 1; i >= 0; i--)
|
|
{
|
|
var cancelled = comp.CancelledDoAfters[i];
|
|
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
|
|
{
|
|
comp.Remove(cancelled.Message);
|
|
}
|
|
}
|
|
|
|
// Remove any components that we no longer need to track
|
|
foundComps.Add(comp);
|
|
}
|
|
|
|
foreach (var comp in foundComps)
|
|
{
|
|
if (!_knownComponents.Contains(comp))
|
|
{
|
|
_knownComponents.Remove(comp);
|
|
comp.Disable();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|