Co-authored-by: BenOwnby <ownbyb@appstate.edu> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
596 lines
28 KiB
C#
596 lines
28 KiB
C#
using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Construction.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.Construction;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Construction.Steps;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Radio.EntitySystems;
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using Content.Shared.Tools.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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#if EXCEPTION_TOLERANCE
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// ReSharper disable once RedundantUsingDirective
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using Robust.Shared.Exceptions;
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#endif
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namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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#if EXCEPTION_TOLERANCE
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[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
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#endif
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private readonly Queue<EntityUid> _constructionUpdateQueue = new();
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private readonly HashSet<EntityUid> _queuedUpdates = new();
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private void InitializeInteractions()
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{
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SubscribeLocalEvent<ConstructionComponent, ConstructionInteractDoAfterEvent>(EnqueueEvent);
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// Event handling. Add your subscriptions here! Just make sure they're all handled by EnqueueEvent.
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SubscribeLocalEvent<ConstructionComponent, InteractUsingEvent>(EnqueueEvent,
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new []{typeof(AnchorableSystem)},
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new []{typeof(EncryptionKeySystem)});
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SubscribeLocalEvent<ConstructionComponent, OnTemperatureChangeEvent>(EnqueueEvent);
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}
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/// <summary>
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/// Takes in an entity with <see cref="ConstructionComponent"/> and an object event, and handles any
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/// possible construction interactions, depending on the construction's state.
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/// </summary>
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/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
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/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
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/// <returns>The result of this interaction with the entity.</returns>
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private HandleResult HandleEvent(EntityUid uid, object ev, bool validation, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return HandleResult.False;
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// If the state machine is in an invalid state (not on a valid node) we can't do anything, ever.
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if (GetCurrentNode(uid, construction) is not {} node)
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{
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return HandleResult.False;
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}
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// If we're currently in an edge, we'll let the edge handle or validate the interaction.
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if (GetCurrentEdge(uid, construction) is {} edge)
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{
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var result = HandleEdge(uid, ev, edge, validation, construction);
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// Reset edge index to none if this failed...
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if (!validation && result is HandleResult.False && construction.StepIndex == 0)
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construction.EdgeIndex = null;
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return result;
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}
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// If we're not on an edge, let the node handle or validate the interaction.
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return HandleNode(uid, ev, node, validation, construction);
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}
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/// <summary>
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/// Takes in an entity, a <see cref="ConstructionGraphNode"/> and an object event, and handles any
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/// possible construction interactions. This will check the interaction against all possible edges,
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/// and if any of the edges accepts the interaction, we will enter it.
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/// </summary>
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/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
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/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
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/// <returns>The result of this interaction with the entity.</returns>
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private HandleResult HandleNode(EntityUid uid, object ev, ConstructionGraphNode node, bool validation, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return HandleResult.False;
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// Let's make extra sure this is zero...
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construction.StepIndex = 0;
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// When we handle a node, we're essentially testing the current event interaction against all of this node's
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// edges' first steps. If any of them accepts the interaction, we stop iterating and enter that edge.
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for (var i = 0; i < node.Edges.Count; i++)
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{
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var edge = node.Edges[i];
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if (HandleEdge(uid, ev, edge, validation, construction) is var result and not HandleResult.False)
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{
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// Only a True result may modify the state.
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// In the case of DoAfter, it's only allowed to modify the waiting flag and the current edge index.
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// In the case of validated, it should NEVER modify the state at all.
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if (result is not HandleResult.True)
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{
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if (result is HandleResult.DoAfter)
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{
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construction.EdgeIndex = i;
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}
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return result;
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}
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// If we're not on the same edge as we were before, that means handling that edge changed the node.
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if (construction.Node != node.Name)
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return result;
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// If we're still in the same node, that means we entered the edge and it's still not done.
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construction.EdgeIndex = i;
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UpdatePathfinding(uid, construction);
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return result;
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}
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}
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return HandleResult.False;
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}
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/// <summary>
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/// Takes in an entity, a <see cref="ConstructionGraphEdge"/> and an object event, and handles any
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/// possible construction interactions. This will check the interaction against one of the steps in the edge
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/// depending on the construction's <see cref="ConstructionComponent.StepIndex"/>.
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/// </summary>
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/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
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/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
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/// <returns>The result of this interaction with the entity.</returns>
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private HandleResult HandleEdge(EntityUid uid, object ev, ConstructionGraphEdge edge, bool validation, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return HandleResult.False;
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var step = GetStepFromEdge(edge, construction.StepIndex);
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if (step == null)
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{
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_sawmill.Warning($"Called {nameof(HandleEdge)} on entity {ToPrettyString(uid)} but the current state is not valid for that!");
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return HandleResult.False;
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}
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// We need to ensure we currently satisfy any and all edge conditions.
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if (!CheckConditions(uid, edge.Conditions))
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return HandleResult.False;
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var handle = HandleStep(uid, ev, step, validation, out var user, construction);
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if (handle is not HandleResult.True)
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return handle;
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// Handle step should never handle the interaction during validation.
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DebugTools.Assert(!validation);
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// We increase the step index, meaning we move to the next step!
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construction.StepIndex++;
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// Check if the new step index is greater than the amount of steps in the edge...
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if (construction.StepIndex >= edge.Steps.Count)
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{
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// Edge finished!
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PerformActions(uid, user, edge.Completed);
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if (construction.Deleted)
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return HandleResult.True;
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construction.TargetEdgeIndex = null;
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construction.EdgeIndex = null;
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construction.StepIndex = 0;
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// We change the node now.
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ChangeNode(uid, user, edge.Target, true, construction);
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}
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return HandleResult.True;
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}
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/// <summary>
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/// Takes in an entity, a <see cref="ConstructionGraphStep"/> and an object event, and handles any possible
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/// construction interaction. Unlike <see cref="HandleInteraction"/>, if this succeeds it will perform the
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/// step's completion actions. Also sets the out parameter to the user's EntityUid.
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/// </summary>
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/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
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/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
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/// <returns>The result of this interaction with the entity.</returns>
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private HandleResult HandleStep(EntityUid uid, object ev, ConstructionGraphStep step, bool validation, out EntityUid? user, ConstructionComponent? construction = null)
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{
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user = null;
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if (!Resolve(uid, ref construction))
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return HandleResult.False;
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// Let HandleInteraction actually handle the event for this step.
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// We can only perform the rest of our logic if it returns true.
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var handle = HandleInteraction(uid, ev, step, validation, out user, construction);
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if (handle is not HandleResult.True)
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return handle;
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DebugTools.Assert(!validation);
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// Actually perform the step completion actions, since the step was handled correctly.
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PerformActions(uid, user, step.Completed);
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UpdatePathfinding(uid, construction);
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return HandleResult.True;
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}
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/// <summary>
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/// Takes in an entity, a <see cref="ConstructionGraphStep"/> and an object event, and handles any possible
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/// construction interaction. Unlike <see cref="HandleStep"/>, this only handles the interaction itself
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/// and doesn't perform any step completion actions. Also sets the out parameter to the user's EntityUid.
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/// </summary>
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/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
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/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
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/// <returns>The result of this interaction with the entity.</returns>
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private HandleResult HandleInteraction(EntityUid uid, object ev, ConstructionGraphStep step, bool validation, out EntityUid? user, ConstructionComponent? construction = null)
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{
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user = null;
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if (!Resolve(uid, ref construction))
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return HandleResult.False;
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// Whether this event is being re-handled after a DoAfter or not. Check DoAfterState for more info.
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var doAfterState = DoAfterState.None;
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// The DoAfter events can only perform special logic when we're not validating events.
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if (ev is ConstructionInteractDoAfterEvent interactDoAfter)
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{
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if (interactDoAfter.Cancelled)
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return HandleResult.False;
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ev = new InteractUsingEvent(
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interactDoAfter.User,
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interactDoAfter.Used!.Value,
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uid,
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interactDoAfter.ClickLocation);
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doAfterState = DoAfterState.Completed;
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}
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// The cases in this switch will handle the interaction and return
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switch (step)
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{
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// --- CONSTRUCTION STEP EVENT HANDLING START ---
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#region Construction Step Event Handling
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// So you want to create your own custom step for construction?
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// You're looking at the right place, then! You should create
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// a new case for your step here, and handle it as you see fit.
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// Make extra sure you handle DoAfter (if applicable) properly!
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// Also make sure your event handler properly handles validation.
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// Note: Please use braces for your new case, it's convenient.
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case EntityInsertConstructionGraphStep insertStep:
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{
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// EntityInsert steps only work with InteractUsing!
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if (ev is not InteractUsingEvent interactUsing)
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break;
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// TODO: Sanity checks.
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user = interactUsing.User;
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var insert = interactUsing.Used;
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// Since many things inherit this step, we delegate the "is this entity valid?" logic to them.
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// While this is very OOP and I find it icky, I must admit that it simplifies the code here a lot.
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if(!insertStep.EntityValid(insert, EntityManager, _factory))
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return HandleResult.False;
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// If we're only testing whether this step would be handled by the given event, then we're done.
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if (validation)
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return HandleResult.Validated;
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// If we still haven't completed this step's DoAfter...
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if (doAfterState == DoAfterState.None && insertStep.DoAfter > 0)
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{
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var doAfterEv = new ConstructionInteractDoAfterEvent(interactUsing);
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var doAfterEventArgs = new DoAfterArgs(interactUsing.User, step.DoAfter, doAfterEv, uid, uid, interactUsing.Used)
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{
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BreakOnDamage = false,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true
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};
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var started = _doAfterSystem.TryStartDoAfter(doAfterEventArgs);
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if (!started)
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return HandleResult.False;
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#if DEBUG
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// Verify that the resulting DoAfter event will be handled by the current construction state.
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// if it can't what is even the point of raising this DoAfter?
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doAfterEv.DoAfter = new(default, doAfterEventArgs, default);
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var result = HandleInteraction(uid, doAfterEv, step, validation: true, out _, construction);
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DebugTools.Assert(result == HandleResult.Validated);
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#endif
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return HandleResult.DoAfter;
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}
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// Material steps, which use stacks, are handled specially. Instead of inserting the whole item,
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// we split the stack in two and insert the split stack.
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if (insertStep is MaterialConstructionGraphStep materialInsertStep)
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{
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if (_stackSystem.Split(insert, materialInsertStep.Amount, Transform(interactUsing.User).Coordinates) is not {} stack)
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return HandleResult.False;
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insert = stack;
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}
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// Container-storage handling.
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if (!string.IsNullOrEmpty(insertStep.Store))
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{
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// In the case we want to store this item in a container on the entity...
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var store = insertStep.Store;
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// Add this container to the collection of "construction-owned" containers.
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// Containers in that set will be transferred to new entities in the case of a prototype change.
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construction.Containers.Add(store);
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// The container doesn't necessarily need to exist, so we ensure it.
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_container.EnsureContainer<Container>(uid, store).Insert(insert);
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}
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else
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{
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// If we don't store the item in a container on the entity, we just delete it right away.
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Del(insert);
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}
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// Step has been handled correctly, so we signal this.
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return HandleResult.True;
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}
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case ToolConstructionGraphStep toolInsertStep:
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{
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if (ev is not InteractUsingEvent interactUsing)
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break;
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// TODO: Sanity checks.
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user = interactUsing.User;
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// If we're validating whether this event handles the step...
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if (validation)
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{
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// Then we only really need to check whether the tool entity has that quality or not.
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return _toolSystem.HasQuality(interactUsing.Used, toolInsertStep.Tool)
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? HandleResult.Validated
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: HandleResult.False;
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}
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// If we're handling an event after its DoAfter finished...
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if (doAfterState == DoAfterState.Completed)
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return HandleResult.True;
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var result = _toolSystem.UseTool(
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interactUsing.Used,
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interactUsing.User,
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uid,
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TimeSpan.FromSeconds(toolInsertStep.DoAfter),
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new [] { toolInsertStep.Tool },
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new ConstructionInteractDoAfterEvent(interactUsing),
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out var doAfter);
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return result && doAfter != null ? HandleResult.DoAfter : HandleResult.False;
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}
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case TemperatureConstructionGraphStep temperatureChangeStep:
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{
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if (ev is not OnTemperatureChangeEvent)
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break;
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if (TryComp<TemperatureComponent>(uid, out var tempComp))
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{
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if ((!temperatureChangeStep.MinTemperature.HasValue || tempComp.CurrentTemperature >= temperatureChangeStep.MinTemperature.Value) &&
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(!temperatureChangeStep.MaxTemperature.HasValue || tempComp.CurrentTemperature <= temperatureChangeStep.MaxTemperature.Value))
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{
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return HandleResult.True;
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}
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}
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return HandleResult.False;
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}
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#endregion
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// --- CONSTRUCTION STEP EVENT HANDLING FINISH ---
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default:
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throw new ArgumentOutOfRangeException(nameof(step),
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"You need to code your ConstructionGraphStep behavior by adding a case to the switch.");
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}
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// If the handlers were not able to handle this event, return...
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return HandleResult.False;
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}
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/// <summary>
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/// Checks whether a number of <see cref="IGraphCondition"/>s are true for a given entity.
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/// </summary>
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/// <param name="uid">The entity to pass to the conditions.</param>
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/// <param name="conditions">The conditions to evaluate.</param>
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/// <remarks>This method is short-circuiting; if a condition evaluates to false, we stop checking the rest of conditions.</remarks>
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/// <returns>Whether all conditions evaluate to true for the given entity.</returns>
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public bool CheckConditions(EntityUid uid, IEnumerable<IGraphCondition> conditions)
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{
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foreach (var condition in conditions)
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{
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if (!condition.Condition(uid, EntityManager))
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return false;
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}
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return true;
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}
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/// <summary>
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/// Performs a number of <see cref="IGraphAction"/>s for a given entity, with an optional user entity.
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/// </summary>
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/// <param name="uid">The entity to perform the actions on.</param>
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/// <param name="userUid">An optional user entity to pass into the actions.</param>
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/// <param name="actions">The actions to perform.</param>
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/// <remarks>This method checks whether the given target entity exists before performing any actions.
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/// If the entity is deleted by an action, it will short-circuit and stop performing the rest of actions.</remarks>
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public void PerformActions(EntityUid uid, EntityUid? userUid, IEnumerable<IGraphAction> actions)
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{
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foreach (var action in actions)
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{
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// If an action deletes the entity, we stop performing the rest of actions.
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if (!Exists(uid))
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break;
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action.PerformAction(uid, userUid, EntityManager);
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}
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}
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/// <summary>
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/// Resets the current construction edge status on an entity.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component. If null, it will be resolved on the entity.</param>
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/// <remarks>This method updates the construction pathfinding on the entity automatically.</remarks>
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public void ResetEdge(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return;
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construction.TargetEdgeIndex = null;
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construction.EdgeIndex = null;
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construction.StepIndex = 0;
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// Update pathfinding to keep it in sync with the current construction status.
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UpdatePathfinding(uid, construction);
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}
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private void UpdateInteractions()
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{
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// We iterate all entities waiting for their interactions to be handled.
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// This is much more performant than making an EntityQuery for ConstructionComponent,
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// since, for example, every single wall has a ConstructionComponent....
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while (_constructionUpdateQueue.TryDequeue(out var uid))
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{
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_queuedUpdates.Remove(uid);
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// Ensure the entity exists and has a Construction component.
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if (!TryComp(uid, out ConstructionComponent? construction))
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continue;
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#if EXCEPTION_TOLERANCE
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try
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{
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#endif
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// Handle all queued interactions!
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while (construction.InteractionQueue.TryDequeue(out var interaction))
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{
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if (construction.Deleted)
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{
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_sawmill.Error($"Construction component was deleted while still processing interactions." +
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$"Entity {ToPrettyString(uid)}, graph: {construction.Graph}, " +
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$"Next: {interaction.GetType().Name}, " +
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$"Remaining Queue: {string.Join(", ", construction.InteractionQueue.Select(x => x.GetType().Name))}");
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break;
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}
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// We set validation to false because we actually want to perform the interaction here.
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HandleEvent(uid, interaction, false, construction);
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}
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#if EXCEPTION_TOLERANCE
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}
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catch (Exception e)
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{
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_sawmill.Error($"Caught exception while processing construction queue. Entity {ToPrettyString(uid)}, graph: {construction.Graph}");
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_runtimeLog.LogException(e, $"{nameof(ConstructionSystem)}.{nameof(UpdateInteractions)}");
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|
Del(uid);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
DebugTools.Assert(_queuedUpdates.Count == 0);
|
|
}
|
|
|
|
#region Event Handlers
|
|
|
|
/// <summary>
|
|
/// Queues a directed event to be handled by construction on the next update tick.
|
|
/// Used as a handler for any events that construction can listen to. <seealso cref="InitializeInteractions"/>
|
|
/// </summary>
|
|
/// <param name="uid">The entity the event is directed to.</param>
|
|
/// <param name="construction">The construction component to queue the event on.</param>
|
|
/// <param name="args">The directed event to be queued.</param>
|
|
/// <remarks>Events inheriting <see cref="HandledEntityEventArgs"/> are treated specially by this method.
|
|
/// They will only be queued if they can be validated against the current construction state,
|
|
/// in which case they will also be set as handled.</remarks>
|
|
private void EnqueueEvent(EntityUid uid, ConstructionComponent construction, object args)
|
|
{
|
|
// For handled events, we will check if the event leads to a valid construction interaction.
|
|
// If it does, we mark the event as handled and then enqueue it as normal.
|
|
if (args is HandledEntityEventArgs handled)
|
|
{
|
|
// If they're already handled, we do nothing.
|
|
if (handled.Handled)
|
|
return;
|
|
|
|
// Otherwise, let's check if this event could be handled by the construction's current state.
|
|
if (HandleEvent(uid, args, true, construction) != HandleResult.Validated)
|
|
return; // Not validated, so we don't even enqueue this event.
|
|
|
|
handled.Handled = true;
|
|
}
|
|
|
|
// Enqueue this event so it'll be handled in the next tick.
|
|
// This prevents some issues that could occur from entity deletion, component deletion, etc in a handler.
|
|
construction.InteractionQueue.Enqueue(args);
|
|
|
|
// Add this entity to the queue so it'll be updated next tick.
|
|
if (_queuedUpdates.Add(uid))
|
|
_constructionUpdateQueue.Enqueue(uid);
|
|
}
|
|
#endregion
|
|
|
|
#region Internal Enum Definitions
|
|
|
|
/// <summary>
|
|
/// Specifies the DoAfter status for a construction step event handler.
|
|
/// </summary>
|
|
private enum DoAfterState : byte
|
|
{
|
|
/// <summary>
|
|
/// If None, this is the first time we're seeing this event and we might want to call a DoAfter
|
|
/// if the step needs it.
|
|
/// </summary>
|
|
None,
|
|
|
|
/// <summary>
|
|
/// If Completed, this is the second (and last) time we're seeing this event, and
|
|
/// the doAfter that was called the first time successfully completed. Handle completion logic now.
|
|
/// </summary>
|
|
Completed
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specifies the result after attempting to handle a specific step with an event.
|
|
/// </summary>
|
|
private enum HandleResult : byte
|
|
{
|
|
/// <summary>
|
|
/// The interaction wasn't handled or validated.
|
|
/// </summary>
|
|
False,
|
|
|
|
/// <summary>
|
|
/// The interaction would be handled successfully. Nothing was modified.
|
|
/// </summary>
|
|
Validated,
|
|
|
|
/// <summary>
|
|
/// The interaction was handled successfully.
|
|
/// </summary>
|
|
True,
|
|
|
|
/// <summary>
|
|
/// The interaction is waiting on a DoAfter now.
|
|
/// This means the interaction started the DoAfter.
|
|
/// </summary>
|
|
DoAfter,
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|