Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterSystem.cs

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();
}
}
}
}
}