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OldThink/Content.Server/DoAfter/DoAfterSystem.cs

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using System.Linq;
using System.Threading.Tasks;
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
using Content.Shared.MobState;
using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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namespace Content.Server.DoAfter
{
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
{
// We cache these lists as to not allocate them every update tick...
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private readonly Queue<DoAfter> _cancelled = new();
private readonly Queue<DoAfter> _finished = new();
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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}
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public void Add(DoAfterComponent component, DoAfter doAfter)
{
component.DoAfters.Add(doAfter, component.RunningIndex);
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EnsureComp<ActiveDoAfterComponent>(component.Owner);
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component.RunningIndex++;
Dirty(component);
}
public void Cancelled(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.TryGetValue(doAfter, out var index))
return;
component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
{
RemComp<ActiveDoAfterComponent>(component.Owner);
}
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RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index));
}
/// <summary>
/// Call when the particular DoAfter is finished.
/// Client should be tracking this independently.
/// </summary>
public void Finished(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.ContainsKey(doAfter))
return;
component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
{
RemComp<ActiveDoAfterComponent>(component.Owner);
}
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}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
{
var toAdd = new List<ClientDoAfter>(component.DoAfters.Count);
foreach (var (doAfter, _) in component.DoAfters)
{
// THE ALMIGHTY PYRAMID
var clientDoAfter = new ClientDoAfter(
component.DoAfters[doAfter],
doAfter.UserGrid,
doAfter.TargetGrid,
doAfter.StartTime,
doAfter.EventArgs.Delay,
doAfter.EventArgs.BreakOnUserMove,
doAfter.EventArgs.BreakOnTargetMove,
doAfter.EventArgs.MovementThreshold,
doAfter.EventArgs.DamageThreshold,
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doAfter.EventArgs.Target);
toAdd.Add(clientDoAfter);
}
args.State = new DoAfterComponentState(toAdd);
}
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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{
if (!args.CurrentMobState.IsIncapacitated())
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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return;
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foreach (var (doAfter, _) in component.DoAfters)
{
doAfter.Cancel();
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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}
}
/// <summary>
/// Cancels DoAfter if it breaks on damage and it meets the threshold
/// </summary>
/// <param name="_">
/// The EntityUID of the user
/// </param>
/// <param name="component"></param>
/// <param name="args"></param>
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public void OnDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
{
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
return;
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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foreach (var (doAfter, _) in component.DoAfters)
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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{
if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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{
doAfter.Cancel();
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
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foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
{
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foreach (var (doAfter, _) in comp.DoAfters.ToArray())
{
doAfter.Run(frameTime, EntityManager);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
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_cancelled.Enqueue(doAfter);
break;
case DoAfterStatus.Finished:
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_finished.Enqueue(doAfter);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
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while (_cancelled.TryDequeue(out var doAfter))
{
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Cancelled(comp, doAfter);
if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserCancelledEvent != null)
RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserCancelledEvent, false);
if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetCancelledEvent != null)
RaiseLocalEvent(target, doAfter.EventArgs.TargetCancelledEvent, false);
if(doAfter.EventArgs.BroadcastCancelledEvent != null)
RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
}
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while (_finished.TryDequeue(out var doAfter))
{
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Finished(comp, doAfter);
if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserFinishedEvent != null)
RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserFinishedEvent, false);
if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetFinishedEvent != null)
RaiseLocalEvent(target, doAfter.EventArgs.TargetFinishedEvent, false);
if(doAfter.EventArgs.BroadcastFinishedEvent != null)
RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
}
}
}
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
{
var doAfter = CreateDoAfter(eventArgs);
await doAfter.AsTask;
return doAfter.Status;
}
/// <summary>
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
/// <param name="eventArgs"></param>
public void DoAfter(DoAfterEventArgs eventArgs)
{
CreateDoAfter(eventArgs);
}
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
{
// Setup
var doAfter = new DoAfter(eventArgs, EntityManager);
// Caller's gonna be responsible for this I guess
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var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
Add(doAfterComponent, doAfter);
return doAfter;
}
}
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public enum DoAfterStatus : byte
{
Running,
Cancelled,
Finished,
}
}