112 lines
3.9 KiB
C#
112 lines
3.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.DoAfter;
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/// <summary>
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/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
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/// such as moving.
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/// </summary>
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public sealed class DoAfterSystem : SharedDoAfterSystem
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{
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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public override void Initialize()
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{
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base.Initialize();
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_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming, _player));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlay.RemoveOverlay<DoAfterOverlay>();
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}
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#pragma warning disable RA0028 // No base call in overriden function
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public override void Update(float frameTime)
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#pragma warning restore RA0028 // No base call in overriden function
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{
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// Currently this only predicts do afters initiated by the player.
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// TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically
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// ones that depend on the target not moving, because the cancellation of those do afters should be readily
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// predictable by clients.
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var playerEntity = _player.LocalEntity;
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if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
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return;
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if (_metadata.EntityPaused(playerEntity.Value))
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return;
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var time = GameTiming.CurTime;
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var comp = Comp<DoAfterComponent>(playerEntity.Value);
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var xformQuery = GetEntityQuery<TransformComponent>();
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var handsQuery = GetEntityQuery<HandsComponent>();
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Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
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}
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/// <summary>
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/// Try to find an active do-after being executed by the local player.
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/// </summary>
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/// <param name="entity">The entity the do after must be targeting (<see cref="DoAfterArgs.Target"/>)</param>
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/// <param name="doAfter">The found do-after.</param>
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/// <param name="event">The event to be raised on the found do-after when it completes.</param>
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/// <param name="progress">The progress of the found do-after, from 0 to 1.</param>
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/// <typeparam name="T">The type of event that must be raised by the found do-after.</typeparam>
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/// <returns>True if a do-after was found.</returns>
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public bool TryFindActiveDoAfter<T>(
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EntityUid entity,
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[NotNullWhen(true)] out Shared.DoAfter.DoAfter? doAfter,
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[NotNullWhen(true)] out T? @event,
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out float progress)
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where T : DoAfterEvent
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{
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var playerEntity = _player.LocalEntity;
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doAfter = null;
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@event = null;
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progress = default;
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if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
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return false;
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if (_metadata.EntityPaused(playerEntity.Value))
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return false;
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var comp = Comp<DoAfterComponent>(playerEntity.Value);
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var time = GameTiming.CurTime;
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foreach (var candidate in comp.DoAfters.Values)
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{
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if (candidate.Cancelled)
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continue;
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if (candidate.Args.Target != entity)
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continue;
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if (candidate.Args.Event is not T candidateEvent)
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continue;
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@event = candidateEvent;
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doAfter = candidate;
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var elapsed = time - doAfter.StartTime;
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progress = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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return true;
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}
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return false;
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}
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}
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