do_after (#1616)
* do_after Ports (most of) do_after from SS13. Callers are expected to await the DoAfter task from the DoAfterSystem. I had a dummy component for in-game testing which I removed for the PR so nothing in game uses do_after at the moment. Currently only the movement cancellation is predicted client-side. * Minor do_after doc cleanup * do_the_shuffle Fix nullable build errors. * The last nullable * Implement NeedHand Thanks zum. * nullable dereference * Adjust the system query Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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#nullable enable
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using System.Linq;
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using Content.Client.GameObjects.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems.DoAfter
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{
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/// <summary>
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/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
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/// such as moving.
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/// </summary>
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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/*
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* How this is currently setup (client-side):
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* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
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* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
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* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
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* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
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*/
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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/// <summary>
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/// Rather than checking attached player every tick we'll just store it from the message.
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/// </summary>
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private IEntity? _player;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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public const float ExcessTime = 0.5f;
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public DoAfterGui? Gui { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerAttachSysMessage>(message => HandlePlayerAttached(message.AttachedEntity));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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Gui?.Dispose();
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Gui = null;
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}
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private void HandlePlayerAttached(IEntity? entity)
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{
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_player = entity;
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// Setup the GUI and pass the new data to it if applicable.
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Gui?.Dispose();
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if (entity == null)
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{
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return;
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}
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Gui ??= new DoAfterGui();
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Gui.AttachedEntity = entity;
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if (entity.TryGetComponent(out DoAfterComponent doAfterComponent))
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{
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foreach (var (_, doAfter) in doAfterComponent.DoAfters)
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{
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Gui.AddDoAfter(doAfter);
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}
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var currentTime = _gameTiming.CurTime;
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if (_player == null || !_player.TryGetComponent(out DoAfterComponent doAfterComponent))
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{
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return;
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}
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var doAfters = doAfterComponent.DoAfters.ToList();
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if (doAfters.Count == 0)
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{
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return;
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}
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var userGrid = _player.Transform.GridPosition;
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// Check cancellations / finishes
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foreach (var (id, doAfter) in doAfters)
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{
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var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
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// If we've passed the final time (after the excess to show completion graphic) then remove.
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if (elapsedTime > doAfter.Delay + ExcessTime)
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{
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Gui?.RemoveDoAfter(id);
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doAfterComponent.Remove(doAfter);
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continue;
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}
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// Don't predict cancellation if it's already finished.
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if (elapsedTime > doAfter.Delay)
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{
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continue;
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}
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// Predictions
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if (doAfter.BreakOnUserMove)
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{
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if (userGrid != doAfter.UserGrid)
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{
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doAfterComponent.Cancel(id, currentTime);
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continue;
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}
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}
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if (doAfter.BreakOnTargetMove)
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{
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var targetEntity = _entityManager.GetEntity(doAfter.TargetUid);
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if (targetEntity.Transform.GridPosition != doAfter.TargetGrid)
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{
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doAfterComponent.Cancel(id, currentTime);
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continue;
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}
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}
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}
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var count = doAfterComponent.CancelledDoAfters.Count;
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// Remove cancelled DoAfters after ExcessTime has elapsed
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for (var i = count - 1; i >= 0; i--)
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{
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var cancelled = doAfterComponent.CancelledDoAfters[i];
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if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
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{
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doAfterComponent.Remove(cancelled.Message);
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}
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}
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}
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}
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}
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