Files
tbd-station-14/Content.Shared/DoAfter/DoAfterArgs.cs
2025-08-06 16:35:31 +02:00

339 lines
11 KiB
C#

using Content.Shared.FixedPoint;
using Robust.Shared.Serialization;
namespace Content.Shared.DoAfter;
[Serializable, NetSerializable]
[DataDefinition]
public sealed partial class DoAfterArgs
{
/// <summary>
/// The entity invoking do_after
/// </summary>
[NonSerialized]
[DataField("user", required: true)]
public EntityUid User;
public NetEntity NetUser;
/// <summary>
/// How long does the do_after require to complete
/// </summary>
[DataField(required: true)]
public TimeSpan Delay;
/// <summary>
/// Applicable target (if relevant)
/// </summary>
[NonSerialized]
[DataField]
public EntityUid? Target;
public NetEntity? NetTarget;
/// <summary>
/// Entity used by the User on the Target.
/// </summary>
[NonSerialized]
[DataField("using")]
public EntityUid? Used;
public NetEntity? NetUsed;
/// <summary>
/// Whether the progress bar for this DoAfter should be hidden from other players.
/// </summary>
[DataField]
public bool Hidden;
#region Event options
/// <summary>
/// The event that will get raised when the DoAfter has finished. If null, this will simply raise a <see cref="SimpleDoAfterEvent"/>
/// </summary>
[DataField(required: true)]
public DoAfterEvent Event = default!;
/// <summary>
/// This option determines how frequently the DoAfterAttempt event will get raised. Defaults to never raising the
/// event.
/// </summary>
[DataField("attemptEventFrequency")]
public AttemptFrequency AttemptFrequency;
/// <summary>
/// Entity which will receive the directed event. If null, no directed event will be raised.
/// </summary>
[NonSerialized]
[DataField]
public EntityUid? EventTarget;
public NetEntity? NetEventTarget;
/// <summary>
/// Should the DoAfter event broadcast? If this is false, then <see cref="EventTarget"/> should be a valid entity.
/// </summary>
[DataField]
public bool Broadcast;
#endregion
#region Break/Cancellation Options
// Break the chains
/// <summary>
/// Whether or not this do after requires the user to have hands.
/// </summary>
[DataField]
public bool NeedHand;
/// <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). This does nothing if <see cref="NeedHand"/> is false.
/// </summary>
[DataField]
public bool BreakOnHandChange = true;
/// <summary>
/// Whether the do-after should get interrupted if we drop the
/// active item we started the do-after with
/// This does nothing if <see cref="NeedHand"/> is false.
/// </summary>
[DataField]
public bool BreakOnDropItem = true;
/// <summary>
/// If do_after stops when the user or target moves
/// </summary>
[DataField]
public bool BreakOnMove;
/// <summary>
/// Whether to break on movement when the user is weightless.
/// This does nothing if <see cref="BreakOnMove"/> is false.
/// </summary>
[DataField]
public bool BreakOnWeightlessMove = true;
/// <summary>
/// Threshold for user and target movement
/// </summary>
[DataField]
public float MovementThreshold = 0.3f;
/// <summary>
/// Threshold for distance user from the used OR target entities.
/// </summary>
[DataField]
public float? DistanceThreshold = 1.5f;
/// <summary>
/// Whether damage will cancel the DoAfter. See also <see cref="DamageThreshold"/>.
/// </summary>
[DataField]
public bool BreakOnDamage;
/// <summary>
/// Threshold for user damage. This damage has to be dealt in a single event, not over time.
/// </summary>
[DataField]
public FixedPoint2 DamageThreshold = 1;
/// <summary>
/// If true, this DoAfter will be canceled if the user can no longer interact with the target.
/// </summary>
[DataField]
public bool RequireCanInteract = true;
#endregion
#region Duplicates
/// <summary>
/// If true, this will prevent duplicate DoAfters from being started See also <see cref="DuplicateConditions"/>.
/// </summary>
/// <remarks>
/// Note that this will block even if the duplicate is cancelled because either DoAfter had
/// <see cref="CancelDuplicate"/> enabled.
/// </remarks>
[DataField]
public bool BlockDuplicate = true;
//TODO: User pref to not cancel on second use on specific doafters
/// <summary>
/// If true, this will cancel any duplicate DoAfters when attempting to add a new DoAfter. See also
/// <see cref="DuplicateConditions"/>.
/// </summary>
[DataField]
public bool CancelDuplicate = true;
/// <summary>
/// These flags determine what DoAfter properties are used to determine whether one DoAfter is a duplicate of
/// another.
/// </summary>
/// <remarks>
/// Note that both DoAfters may have their own conditions, and they will be considered duplicated if either set
/// of conditions is satisfied.
/// </remarks>
[DataField]
public DuplicateConditions DuplicateCondition = DuplicateConditions.All;
#endregion
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
[NonSerialized]
[Obsolete("Use checkEvent instead")]
public Func<bool>? ExtraCheck;
#region Constructors
/// <summary>
/// Creates a new set of DoAfter arguments.
/// </summary>
/// <param name="user">The user that will perform the DoAfter</param>
/// <param name="delay">The time it takes for the DoAfter to complete</param>
/// <param name="event">The event that will be raised when the DoAfter has ended (completed or cancelled).</param>
/// <param name="eventTarget">The entity at which the event will be directed. If null, the event will not be directed.</param>
/// <param name="target">The entity being targeted by the DoAFter. Not the same as <see cref="EventTarget"/></param>.
/// <param name="used">The entity being used during the DoAfter. E.g., a tool</param>
public DoAfterArgs(
IEntityManager entManager,
EntityUid user,
TimeSpan delay,
DoAfterEvent @event,
EntityUid? eventTarget,
EntityUid? target = null,
EntityUid? used = null)
{
User = user;
Delay = delay;
Target = target;
Used = used;
EventTarget = eventTarget;
Event = @event;
NetUser = entManager.GetNetEntity(User);
NetTarget = entManager.GetNetEntity(Target);
NetUsed = entManager.GetNetEntity(Used);
}
private DoAfterArgs()
{
}
/// <summary>
/// Creates a new set of DoAfter arguments.
/// </summary>
/// <param name="user">The user that will perform the DoAfter</param>
/// <param name="seconds">The time it takes for the DoAfter to complete, in seconds</param>
/// <param name="event">The event that will be raised when the DoAfter has ended (completed or cancelled).</param>
/// <param name="eventTarget">The entity at which the event will be directed. If null, the event will not be directed.</param>
/// <param name="target">The entity being targeted by the DoAfter. Not the same as <see cref="EventTarget"/></param>.
/// <param name="used">The entity being used during the DoAfter. E.g., a tool</param>
public DoAfterArgs(
IEntityManager entManager,
EntityUid user,
float seconds,
DoAfterEvent @event,
EntityUid? eventTarget,
EntityUid? target = null,
EntityUid? used = null)
: this(entManager, user, TimeSpan.FromSeconds(seconds), @event, eventTarget, target, used)
{
}
#endregion
//The almighty pyramid returns.......
public DoAfterArgs(DoAfterArgs other)
{
User = other.User;
Delay = other.Delay;
Target = other.Target;
Used = other.Used;
Hidden = other.Hidden;
EventTarget = other.EventTarget;
Broadcast = other.Broadcast;
NeedHand = other.NeedHand;
BreakOnHandChange = other.BreakOnHandChange;
BreakOnDropItem = other.BreakOnDropItem;
BreakOnMove = other.BreakOnMove;
BreakOnWeightlessMove = other.BreakOnWeightlessMove;
MovementThreshold = other.MovementThreshold;
DistanceThreshold = other.DistanceThreshold;
BreakOnDamage = other.BreakOnDamage;
DamageThreshold = other.DamageThreshold;
RequireCanInteract = other.RequireCanInteract;
AttemptFrequency = other.AttemptFrequency;
BlockDuplicate = other.BlockDuplicate;
CancelDuplicate = other.CancelDuplicate;
DuplicateCondition = other.DuplicateCondition;
// Networked
NetUser = other.NetUser;
NetTarget = other.NetTarget;
NetUsed = other.NetUsed;
NetEventTarget = other.NetEventTarget;
Event = other.Event.Clone();
}
}
/// <summary>
/// See <see cref="DoAfterArgs.DuplicateCondition"/>.
/// </summary>
[Flags]
public enum DuplicateConditions : byte
{
/// <summary>
/// This DoAfter will consider any other DoAfter with the same user to be a duplicate.
/// </summary>
None = 0,
/// <summary>
/// Requires that <see cref="Used"/> refers to the same entity in order to be considered a duplicate.
/// </summary>
/// <remarks>
/// E.g., if all checks are enabled for stripping, then stripping different articles of clothing on the same
/// mob would be allowed. If instead this check were disabled, then any stripping actions on the same target
/// would be considered duplicates, so you would only be able to take one piece of clothing at a time.
/// </remarks>
SameTool = 1 << 1,
/// <summary>
/// Requires that <see cref="Target"/> refers to the same entity in order to be considered a duplicate.
/// </summary>
/// <remarks>
/// E.g., if all checks are enabled for mining, then using the same pickaxe to mine different rocks will be
/// allowed. If instead this check were disabled, then the trying to mine a different rock with the same
/// pickaxe would be considered a duplicate DoAfter.
/// </remarks>
SameTarget = 1 << 2,
/// <summary>
/// Requires that the <see cref="Event"/> types match in order to be considered a duplicate.
/// </summary>
/// <remarks>
/// If your DoAfter should block other unrelated DoAfters involving the same set of entities, you may want
/// to disable this condition. E.g. force feeding a donk pocket and forcefully giving someone a donk pocket
/// should be mutually exclusive, even though the DoAfters have unrelated effects.
/// </remarks>
SameEvent = 1 << 3,
All = SameTool | SameTarget | SameEvent,
}
public enum AttemptFrequency : byte
{
/// <summary>
/// Never raise the attempt event.
/// </summary>
Never = 0,
/// <summary>
/// Raises the attempt event when the DoAfter is about to start or end.
/// </summary>
StartAndEnd = 1,
/// <summary>
/// Raise the attempt event every tick while the DoAfter is running.
/// </summary>
EveryTick = 2
}