128 lines
4.1 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|