Files
tbd-station-14/Content.Client/DoAfter/DoAfterSystem.cs
2022-12-06 14:35:44 +11:00

225 lines
7.4 KiB
C#

using Content.Shared.DoAfter;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.DoAfter
{
/// <summary>
/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
/// such as moving.
/// </summary>
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
public const float ExcessTime = 0.5f;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
_overlay.AddOverlay(
new DoAfterOverlay(
EntityManager,
_prototype));
}
public override void Shutdown()
{
base.Shutdown();
_overlay.RemoveOverlay<DoAfterOverlay>();
}
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
{
if (args.Current is not DoAfterComponentState state)
return;
var toRemove = new RemQueue<ClientDoAfter>();
foreach (var (id, doAfter) in component.DoAfters)
{
var found = false;
foreach (var clientdoAfter in state.DoAfters)
{
if (clientdoAfter.ID == id)
{
found = true;
break;
}
}
if (!found)
{
toRemove.Add(doAfter);
}
}
foreach (var doAfter in toRemove)
{
Remove(component, doAfter);
}
foreach (var doAfter in state.DoAfters)
{
if (component.DoAfters.ContainsKey(doAfter.ID))
continue;
component.DoAfters.Add(doAfter.ID, doAfter);
}
}
private void OnCancelledDoAfter(CancelledDoAfterMessage ev)
{
if (!TryComp<DoAfterComponent>(ev.Uid, out var doAfter))
return;
Cancel(doAfter, ev.ID);
}
/// <summary>
/// Remove a DoAfter without showing a cancellation graphic.
/// </summary>
public void Remove(DoAfterComponent component, ClientDoAfter clientDoAfter)
{
component.DoAfters.Remove(clientDoAfter.ID);
var found = false;
component.CancelledDoAfters.Remove(clientDoAfter.ID);
if (!found)
component.DoAfters.Remove(clientDoAfter.ID);
}
/// <summary>
/// Mark a DoAfter as cancelled and show a cancellation graphic.
/// </summary>
/// Actual removal is handled by DoAfterEntitySystem.
public void Cancel(DoAfterComponent component, byte id)
{
if (component.CancelledDoAfters.ContainsKey(id))
return;
if (!component.DoAfters.ContainsKey(id))
return;
var doAfterMessage = component.DoAfters[id];
doAfterMessage.Cancelled = true;
component.CancelledDoAfters.Add(id, doAfterMessage);
}
// TODO separate DoAfter & ActiveDoAfter components for the entity query.
public override void Update(float frameTime)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
var playerEntity = _player.LocalPlayer?.ControlledEntity;
foreach (var (comp, xform) in EntityQuery<DoAfterComponent, TransformComponent>())
{
var doAfters = comp.DoAfters;
if (doAfters.Count == 0)
{
continue;
}
var userGrid = xform.Coordinates;
var toRemove = new RemQueue<ClientDoAfter>();
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
// If we've passed the final time (after the excess to show completion graphic) then remove.
if ((doAfter.Accumulator + doAfter.CancelledAccumulator) > doAfter.Delay + ExcessTime)
{
toRemove.Add(doAfter);
continue;
}
if (doAfter.Cancelled)
{
doAfter.CancelledAccumulator += frameTime;
continue;
}
doAfter.Accumulator += frameTime;
// Well we finished so don't try to predict cancels.
if (doAfter.Accumulator > doAfter.Delay)
{
continue;
}
// Predictions
if (comp.Owner != playerEntity)
continue;
// TODO: Add these back in when I work out some system for changing the accumulation rate
// based on ping. Right now these would show as cancelled near completion if we moved at the end
// despite succeeding.
continue;
if (doAfter.BreakOnUserMove)
{
if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.MovementThreshold))
{
Cancel(comp, id);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
if (!EntityManager.Deleted(doAfter.Target) &&
!Transform(doAfter.Target.Value).Coordinates.InRange(EntityManager, doAfter.TargetGrid,
doAfter.MovementThreshold))
{
Cancel(comp, id);
continue;
}
}
}
foreach (var doAfter in toRemove)
{
Remove(comp, doAfter);
}
// Remove cancelled DoAfters after ExcessTime has elapsed
var toRemoveCancelled = new List<ClientDoAfter>();
foreach (var (_, doAfter) in comp.CancelledDoAfters)
{
if (doAfter.CancelledAccumulator > ExcessTime)
{
toRemoveCancelled.Add(doAfter);
}
}
foreach (var doAfter in toRemoveCancelled)
{
Remove(comp, doAfter);
}
}
}
}
}