Simplify DoAfterArgs behavior for movement and distance checks (#25226)

* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
This commit is contained in:
nikthechampiongr
2024-03-19 12:09:00 +02:00
committed by GitHub
parent 06b3f273ea
commit 362d56981f
75 changed files with 158 additions and 229 deletions

View File

@@ -1,5 +1,7 @@
using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
@@ -8,6 +10,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] private readonly IDynamicTypeFactory _factory = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
private DoAfter[] _doAfters = Array.Empty<DoAfter>();
@@ -163,24 +166,53 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
return true;
// TODO: Re-use existing xform query for these calculations.
// when there is no gravity you will be drifting 99% of the time making many doafters impossible
// so this just ignores your movement if you are weightless (unless the doafter sets BreakOnWeightlessMove then moving will still break it)
if (args.BreakOnUserMove
&& !userXform.Coordinates.InRange(EntityManager, _transform, doAfter.UserPosition, args.MovementThreshold)
&& (args.BreakOnWeightlessMove || !_gravity.IsWeightless(args.User, xform: userXform)))
return true;
if (args.BreakOnTargetMove)
if (args.BreakOnMove && !(!args.BreakOnWeightlessMove && _gravity.IsWeightless(args.User, xform: userXform)))
{
DebugTools.Assert(targetXform != null, "Break on move is true, but no target specified?");
if (targetXform != null && targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
// Whether the user has moved too much from their original position.
if (!userXform.Coordinates.InRange(EntityManager, _transform, doAfter.UserPosition, args.MovementThreshold))
return true;
// Whether the distance between the user and target(if any) has changed too much.
if (targetXform != null &&
targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
{
// once the target moves too far from you the do after breaks
if (Math.Abs(distance - doAfter.TargetDistance) > args.MovementThreshold)
return true;
}
}
// Whether the user and the target are too far apart.
if (args.Target != null)
{
if (args.DistanceThreshold != null)
{
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value, args.DistanceThreshold.Value))
return true;
}
else
{
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value))
return true;
}
}
// Whether the distance between the tool and the user has grown too much.
if (args.Used != null)
{
if (args.DistanceThreshold != null)
{
if (!_interaction.InRangeUnobstructed(args.User,
args.Used.Value,
args.DistanceThreshold.Value))
return true;
}
else
{
if (!_interaction.InRangeUnobstructed(args.User,args.Used.Value))
return true;
}
}
if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
return true;
@@ -199,23 +231,6 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))
return true;
if (args.DistanceThreshold != null)
{
if (targetXform != null
&& !args.User.Equals(args.Target)
&& !userXform.Coordinates.InRange(EntityManager, _transform, targetXform.Coordinates,
args.DistanceThreshold.Value))
{
return true;
}
if (usedXform != null
&& !userXform.Coordinates.InRange(EntityManager, _transform, usedXform.Coordinates,
args.DistanceThreshold.Value))
{
return true;
}
}
return false;
}