Files
tbd-station-14/Content.Server/DoAfter/DoAfterEventArgs.cs

128 lines
4.1 KiB
C#

using System;
using System.Threading;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
// ReSharper disable UnassignedReadonlyField
namespace Content.Server.DoAfter
{
public sealed class DoAfterEventArgs
{
/// <summary>
/// The entity invoking do_after
/// </summary>
public EntityUid User { get; }
/// <summary>
/// How long does the do_after require to complete
/// </summary>
public float Delay { get; }
/// <summary>
/// Applicable target (if relevant)
/// </summary>
public EntityUid? Target { get; }
/// <summary>
/// Manually cancel the do_after so it no longer runs
/// </summary>
public CancellationToken CancelToken { get; }
// Break the chains
/// <summary>
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
/// This also covers requiring the hand to be free (if applicable).
/// </summary>
public bool NeedHand { get; set; }
/// <summary>
/// If do_after stops when the user moves
/// </summary>
public bool BreakOnUserMove { get; set; }
/// <summary>
/// If do_after stops when the target moves (if there is a target)
/// </summary>
public bool BreakOnTargetMove { get; set; }
/// <summary>
/// Threshold for user and target movement
/// </summary>
public float MovementThreshold { get; set; }
public bool BreakOnDamage { get; set; }
public bool BreakOnStun { get; set; }
/// <summary>
/// Requires a function call once at the end (like InRangeUnobstructed).
/// </summary>
/// <remarks>
/// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client.
/// </remarks>
public Func<bool>? PostCheck { get; set; } = null;
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
public Func<bool>? ExtraCheck { get; set; }
/// <summary>
/// Event to be raised directed to the <see cref="User"/> entity when the DoAfter is cancelled.
/// </summary>
public object? UserCancelledEvent { get; set; }
/// <summary>
/// Event to be raised directed to the <see cref="User"/> entity when the DoAfter is finished successfully.
/// </summary>
public object? UserFinishedEvent { get; set; }
/// <summary>
/// Event to be raised directed to the <see cref="Target"/> entity when the DoAfter is cancelled.
/// </summary>
public object? TargetCancelledEvent { get; set; }
/// <summary>
/// Event to be raised directed to the <see cref="Target"/> entity when the DoAfter is finished successfully.
/// </summary>
public object? TargetFinishedEvent { get; set; }
/// <summary>
/// Event to be broadcast when the DoAfter is cancelled.
/// </summary>
public object? BroadcastCancelledEvent { get; set; }
/// <summary>
/// Event to be broadcast when the DoAfter is finished successfully.
/// </summary>
public object? BroadcastFinishedEvent { get; set; }
public DoAfterEventArgs(
IEntity user,
float delay,
CancellationToken cancelToken = default,
IEntity? target = null) : this(user.Uid, delay, cancelToken, target?.Uid ?? null)
{
}
public DoAfterEventArgs(
EntityUid user,
float delay,
CancellationToken cancelToken = default,
EntityUid? target = null)
{
User = user;
Delay = delay;
CancelToken = cancelToken;
Target = target;
MovementThreshold = 0.1f;
if (Target == null)
{
BreakOnTargetMove = false;
}
}
}
}