* Defibs will now also shock anyone still interacting with the target. * Improvements to test readability * Apply fixes to other tests * Refactor the interacting entities query to use an event. * Include pullers as interacting with the entity they are pulling * Broadcast event * Use a constant * Convert new test to InteractionTest * Convert existing test * Add behaviour note * Revert "Convert existing test" This reverts commit b8a8f2f68e3733bdb6ec254faf955a42096d47d7. * Move new test into separate (InteractionTest) test file * Use ToServer * Use a constant for prototype id * Use ToServer * Add EntProtoId constructor * Add assertion failure messages * Manual cleanup of test entities * Remove obsolete flag * Add test summaries * Remove tuple constructor * Wrap entity deletion in WaitPost * Extend DoAfter interacting test with an extra mob
423 lines
16 KiB
C#
423 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.DoAfter;
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public abstract partial class SharedDoAfterSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
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private static readonly ProtoId<TagPrototype> InstantDoAftersTag = "InstantDoAfters";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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SubscribeLocalEvent<GetInteractingEntitiesEvent>(OnGetInteractingEntities);
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}
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private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
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{
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foreach (var doAfter in component.DoAfters.Values)
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{
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doAfter.StartTime += args.PausedTime;
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if (doAfter.CancelledTime != null)
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doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
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}
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Dirty(uid, component);
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
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{
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// If we're applying state then let the server state handle the do_after prediction.
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// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState)
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return;
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var delta = args.DamageDelta.GetTotal();
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var dirty = false;
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foreach (var doAfter in component.DoAfters.Values)
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{
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if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
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{
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InternalCancel(doAfter, component);
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dirty = true;
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}
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}
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if (dirty)
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Dirty(uid, component);
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}
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private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
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{
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var ev = doAfter.Args.Event;
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ev.Handled = false;
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ev.Repeat = false;
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ev.DoAfter = doAfter;
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if (Exists(doAfter.Args.EventTarget))
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RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
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else if (doAfter.Args.Broadcast)
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RaiseLocalEvent((object)ev);
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if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
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tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
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{
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args.State = new DoAfterComponentState(EntityManager, comp);
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
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{
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if (args.Current is not DoAfterComponentState state)
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return;
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// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
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// the contents of the do-after data are correct. So this just takes the brute force approach and completely
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// overwrites the state.
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comp.DoAfters.Clear();
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foreach (var (id, doAfter) in state.DoAfters)
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{
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var newDoAfter = new DoAfter(EntityManager, doAfter);
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comp.DoAfters.Add(id, newDoAfter);
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// Networking yay (if you have an easier way dear god please).
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newDoAfter.UserPosition = EnsureCoordinates<DoAfterComponent>(newDoAfter.NetUserPosition, uid);
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newDoAfter.InitialItem = EnsureEntity<DoAfterComponent>(newDoAfter.NetInitialItem, uid);
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var doAfterArgs = newDoAfter.Args;
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doAfterArgs.Target = EnsureEntity<DoAfterComponent>(doAfterArgs.NetTarget, uid);
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doAfterArgs.Used = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUsed, uid);
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doAfterArgs.User = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUser, uid);
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doAfterArgs.EventTarget = EnsureEntity<DoAfterComponent>(doAfterArgs.NetEventTarget, uid);
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}
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comp.NextId = state.NextId;
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DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
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if (comp.DoAfters.Count == 0)
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RemCompDeferred<ActiveDoAfterComponent>(uid);
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else
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EnsureComp<ActiveDoAfterComponent>(uid);
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}
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/// <summary>
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/// Adds entities which have an active DoAfter matching the target.
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/// </summary>
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private void OnGetInteractingEntities(ref GetInteractingEntitiesEvent args)
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{
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var enumerator = EntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent>();
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while (enumerator.MoveNext(out _, out var comp))
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{
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foreach (var doAfter in comp.DoAfters.Values)
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{
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if (doAfter.Cancelled || doAfter.Completed)
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continue;
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if (doAfter.Args.Target == args.Target)
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args.InteractingEntities.Add(doAfter.Args.User);
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}
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}
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}
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#region Creation
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/// <summary>
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/// Tasks that are delayed until the specified time has passed
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
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[Obsolete("Use the synchronous version instead.")]
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
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{
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if (!Resolve(doAfter.User, ref component))
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return DoAfterStatus.Cancelled;
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if (!TryStartDoAfter(doAfter, out var id, component))
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return DoAfterStatus.Cancelled;
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if (doAfter.Delay <= TimeSpan.Zero)
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{
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Log.Warning("Awaited instant DoAfters are not supported fully supported");
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return DoAfterStatus.Finished;
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}
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var tcs = new TaskCompletionSource<DoAfterStatus>();
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component.AwaitedDoAfters.Add(id.Value.Index, tcs);
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return await tcs.Task;
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}
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/// <summary>
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/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
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/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
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/// </summary>
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/// <param name="args">The DoAfter arguments</param>
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/// <param name="component">The user's DoAfter component</param>
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/// <returns></returns>
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public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
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=> TryStartDoAfter(args, out _, component);
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/// <summary>
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/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
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/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
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/// </summary>
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/// <param name="args">The DoAfter arguments</param>
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/// <param name="id">The Id of the newly started DoAfter</param>
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/// <param name="comp">The user's DoAfter component</param>
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/// <returns></returns>
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public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
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{
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DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
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DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
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|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
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$"Do after event is not serializable. Event: {args.Event.GetType()}");
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if (!Resolve(args.User, ref comp))
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{
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Log.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
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id = null;
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return false;
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}
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// Duplicate blocking & cancellation.
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if (!ProcessDuplicates(args, comp))
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{
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id = null;
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return false;
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}
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id = new DoAfterId(args.User, comp.NextId++);
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var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
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// Networking yay
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args.NetTarget = GetNetEntity(args.Target);
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args.NetUsed = GetNetEntity(args.Used);
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args.NetUser = GetNetEntity(args.User);
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args.NetEventTarget = GetNetEntity(args.EventTarget);
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if (args.BreakOnMove)
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doAfter.UserPosition = Transform(args.User).Coordinates;
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if (args.Target != null && args.BreakOnMove)
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{
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var targetPosition = Transform(args.Target.Value).Coordinates;
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doAfter.UserPosition.TryDistance(EntityManager, targetPosition, out doAfter.TargetDistance);
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}
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doAfter.NetUserPosition = GetNetCoordinates(doAfter.UserPosition);
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// For this we need to stay on the same hand slot and need the same item in that hand slot
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// (or if there is no item there we need to keep it free).
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if (args.NeedHand && (args.BreakOnHandChange || args.BreakOnDropItem))
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{
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if (!TryComp(args.User, out HandsComponent? handsComponent))
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return false;
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doAfter.InitialHand = handsComponent.ActiveHandId;
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doAfter.InitialItem = _hands.GetActiveItem((args.User, handsComponent));
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}
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doAfter.NetInitialItem = GetNetEntity(doAfter.InitialItem);
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// Initial checks
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if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<HandsComponent>()))
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return false;
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if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
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return false;
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// TODO DO AFTER
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// Why does this tag exist? Just make this a bool on the component?
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if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, InstantDoAftersTag))
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{
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RaiseDoAfterEvents(doAfter, comp);
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// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
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return true;
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}
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comp.DoAfters.Add(doAfter.Index, doAfter);
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EnsureComp<ActiveDoAfterComponent>(args.User);
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Dirty(args.User, comp);
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args.Event.DoAfter = doAfter;
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return true;
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}
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/// <summary>
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/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
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/// </summary>
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private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
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{
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var blocked = false;
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foreach (var existing in component.DoAfters.Values)
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{
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if (existing.Cancelled || existing.Completed)
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continue;
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if (!IsDuplicate(existing.Args, args))
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continue;
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blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
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if (args.CancelDuplicate || existing.Args.CancelDuplicate)
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Cancel(args.User, existing.Index, component);
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}
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return !blocked;
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}
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private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
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{
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if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
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return true;
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if (args.DuplicateCondition == otherArgs.DuplicateCondition)
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return false;
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return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
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}
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private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
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{
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if ((conditions & DuplicateConditions.SameTarget) != 0
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&& args.Target != otherArgs.Target)
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{
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return false;
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}
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if ((conditions & DuplicateConditions.SameTool) != 0
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&& args.Used != otherArgs.Used)
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{
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return false;
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}
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if ((conditions & DuplicateConditions.SameEvent) != 0
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&& !args.Event.IsDuplicate(otherArgs.Event))
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{
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return false;
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}
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return true;
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}
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#endregion
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#region Cancellation
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/// <summary>
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/// Cancels an active DoAfter.
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/// </summary>
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public void Cancel(DoAfterId? id, DoAfterComponent? comp = null, bool force = false)
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{
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if (id != null)
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Cancel(id.Value.Uid, id.Value.Index, comp, force);
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}
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/// <summary>
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/// Cancels an active DoAfter.
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/// </summary>
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public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null, bool force = false)
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{
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if (!Resolve(entity, ref comp, false))
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return;
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if (!comp.DoAfters.TryGetValue(id, out var doAfter))
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{
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Log.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
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return;
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}
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InternalCancel(doAfter, comp, force: force);
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Dirty(entity, comp);
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}
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private void InternalCancel(DoAfter doAfter, DoAfterComponent component, bool force = false)
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{
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if (doAfter.Cancelled || (doAfter.Completed && !force))
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return;
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// Caller is responsible for dirtying the component.
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doAfter.CancelledTime = GameTiming.CurTime;
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RaiseDoAfterEvents(doAfter, component);
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}
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#endregion
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#region Query
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/// <summary>
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/// Returns the current status of a DoAfter
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/// </summary>
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public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
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{
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if (id != null)
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return GetStatus(id.Value.Uid, id.Value.Index, comp);
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else
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return DoAfterStatus.Invalid;
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}
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/// <summary>
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/// Returns the current status of a DoAfter
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/// </summary>
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public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
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{
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if (!Resolve(entity, ref comp, false))
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return DoAfterStatus.Invalid;
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if (!comp.DoAfters.TryGetValue(id, out var doAfter))
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return DoAfterStatus.Invalid;
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if (doAfter.Cancelled)
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return DoAfterStatus.Cancelled;
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if (!doAfter.Completed)
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return DoAfterStatus.Running;
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// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
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// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
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// networking whether a do-after has raised its events or not.
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return DoAfterStatus.Finished;
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}
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public bool IsRunning(DoAfterId? id, DoAfterComponent? comp = null)
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{
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if (id == null)
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return false;
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return GetStatus(id.Value.Uid, id.Value.Index, comp) == DoAfterStatus.Running;
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}
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public bool IsRunning(EntityUid entity, ushort id, DoAfterComponent? comp = null)
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{
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return GetStatus(entity, id, comp) == DoAfterStatus.Running;
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}
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#endregion
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}
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