* 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>
This commit is contained in:
metalgearsloth
2020-08-09 02:16:13 +10:00
committed by GitHub
parent ee14d67756
commit 5b3b2e3207
14 changed files with 1186 additions and 0 deletions

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#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public sealed class DoAfterComponent : SharedDoAfterComponent
{
public IReadOnlyCollection<DoAfter> DoAfters => _doAfters.Keys;
private readonly Dictionary<DoAfter, byte> _doAfters = new Dictionary<DoAfter, byte>();
// So the client knows which one to update (and so we don't send all of the do_afters every time 1 updates)
// we'll just send them the index. Doesn't matter if it wraps around.
private byte _runningIndex;
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
UpdateClient();
break;
}
}
// Only sending data to the relevant client (at least, other clients don't need to know about do_after for now).
private void UpdateClient()
{
if (!TryGetConnectedClient(out var connectedClient))
{
return;
}
foreach (var (doAfter, id) in _doAfters)
{
// THE ALMIGHTY PYRAMID
var message = new DoAfterMessage(
id,
doAfter.UserGrid,
doAfter.TargetGrid,
doAfter.StartTime,
doAfter.EventArgs.Delay,
doAfter.EventArgs.BreakOnUserMove,
doAfter.EventArgs.BreakOnTargetMove,
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
SendNetworkMessage(message, connectedClient);
}
}
private bool TryGetConnectedClient(out INetChannel? connectedClient)
{
connectedClient = null;
if (!Owner.TryGetComponent(out IActorComponent actorComponent))
{
return false;
}
connectedClient = actorComponent.playerSession.ConnectedClient;
if (!connectedClient.IsConnected)
{
return false;
}
return true;
}
public void Add(DoAfter doAfter)
{
_doAfters.Add(doAfter, _runningIndex);
if (TryGetConnectedClient(out var connectedClient))
{
var message = new DoAfterMessage(
_runningIndex,
doAfter.UserGrid,
doAfter.TargetGrid,
doAfter.StartTime,
doAfter.EventArgs.Delay,
doAfter.EventArgs.BreakOnUserMove,
doAfter.EventArgs.BreakOnTargetMove,
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
SendNetworkMessage(message, connectedClient);
}
_runningIndex++;
}
public void Cancelled(DoAfter doAfter)
{
if (!_doAfters.TryGetValue(doAfter, out var index))
{
return;
}
if (TryGetConnectedClient(out var connectedClient))
{
var message = new CancelledDoAfterMessage(index);
SendNetworkMessage(message, connectedClient);
}
_doAfters.Remove(doAfter);
}
/// <summary>
/// Call when the particular DoAfter is finished.
/// Client should be tracking this independently.
/// </summary>
/// <param name="doAfter"></param>
public void Finished(DoAfter doAfter)
{
if (!_doAfters.ContainsKey(doAfter))
{
return;
}
_doAfters.Remove(doAfter);
}
}
}

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#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems
{
public sealed class DoAfter
{
public Task<DoAfterStatus> AsTask { get; }
private TaskCompletionSource<DoAfterStatus> Tcs { get;}
public DoAfterEventArgs EventArgs;
public TimeSpan StartTime { get; }
public float Elapsed { get; set; }
public GridCoordinates UserGrid { get; }
public GridCoordinates TargetGrid { get; }
private bool _tookDamage;
public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
// NeedHand
private string? _activeHand;
private ItemComponent? _activeItem;
public DoAfter(DoAfterEventArgs eventArgs)
{
EventArgs = eventArgs;
StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (eventArgs.BreakOnUserMove)
{
UserGrid = eventArgs.User.Transform.GridPosition;
}
if (eventArgs.BreakOnTargetMove)
{
// Target should never be null if the bool is set.
TargetGrid = eventArgs.Target!.Transform.GridPosition;
}
// For this we need to stay on the same hand slot and need the same item in that hand slot
// (or if there is no item there we need to keep it free).
if (eventArgs.NeedHand && eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
{
_activeHand = handsComponent.ActiveHand;
_activeItem = handsComponent.GetActiveHand;
}
Tcs = new TaskCompletionSource<DoAfterStatus>();
AsTask = Tcs.Task;
}
public void HandleDamage(object? sender, DamageEventArgs eventArgs)
{
_tookDamage = true;
}
public void Run(float frameTime)
{
switch (Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
case DoAfterStatus.Finished:
return;
default:
throw new ArgumentOutOfRangeException();
}
Elapsed += frameTime;
if (IsFinished())
{
Tcs.SetResult(DoAfterStatus.Finished);
return;
}
if (IsCancelled())
{
Tcs.SetResult(DoAfterStatus.Cancelled);
}
}
private bool IsCancelled()
{
//https://github.com/tgstation/tgstation/blob/1aa293ea337283a0191140a878eeba319221e5df/code/__HELPERS/mobs.dm
if (EventArgs.CancelToken.IsCancellationRequested)
{
return true;
}
// TODO :Handle inertia in space.
if (EventArgs.BreakOnUserMove && EventArgs.User.Transform.GridPosition != UserGrid)
{
return true;
}
if (EventArgs.BreakOnTargetMove && EventArgs.Target!.Transform.GridPosition != TargetGrid)
{
return true;
}
if (EventArgs.BreakOnDamage && _tookDamage)
{
return true;
}
if (EventArgs.ExtraCheck != null && !EventArgs.ExtraCheck.Invoke())
{
return true;
}
if (EventArgs.BreakOnStun &&
EventArgs.User.TryGetComponent(out StunnableComponent stunnableComponent) &&
stunnableComponent.Stunned)
{
return true;
}
if (EventArgs.NeedHand)
{
if (!EventArgs.User.TryGetComponent(out HandsComponent handsComponent))
{
// If we had a hand but no longer have it that's still a paddlin'
if (_activeHand != null)
{
return true;
}
}
else
{
var currentActiveHand = handsComponent.ActiveHand;
if (_activeHand != currentActiveHand)
{
return true;
}
var currentItem = handsComponent.GetActiveHand;
if (_activeItem != currentItem)
{
return true;
}
}
}
return false;
}
private bool IsFinished()
{
if (Elapsed <= EventArgs.Delay)
{
return false;
}
return true;
}
}
}

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#nullable enable
using System;
using System.Threading;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
public sealed class DoAfterEventArgs
{
/// <summary>
/// The entity invoking do_after
/// </summary>
public IEntity User { get; }
/// <summary>
/// How long does the do_after require to complete
/// </summary>
public float Delay { get; }
/// <summary>
/// Applicable target (if relevant)
/// </summary>
public IEntity? Target { get; }
/// <summary>
/// Manually cancel the do_after so it no longer runs
/// </summary>
public CancellationToken CancelToken { get; }
// Break the chains
/// <summary>
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
/// This also covers requiring the hand to be free (if applicable).
/// </summary>
public bool NeedHand { get; }
/// <summary>
/// If do_after stops when the user moves
/// </summary>
public bool BreakOnUserMove { get; }
/// <summary>
/// If do_after stops when the target moves (if there is a target)
/// </summary>
public bool BreakOnTargetMove { get; }
public bool BreakOnDamage { get; }
public bool BreakOnStun { get; }
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
public Func<bool>? ExtraCheck { get; }
public DoAfterEventArgs(
IEntity user,
float delay,
CancellationToken cancelToken,
IEntity? target = null,
bool needHand = true,
bool breakOnUserMove = true,
bool breakOnTargetMove = true,
bool breakOnDamage = true,
bool breakOnStun = true,
Func<bool>? extraCheck = null
)
{
User = user;
Delay = delay;
CancelToken = cancelToken;
Target = target;
NeedHand = needHand;
BreakOnUserMove = breakOnUserMove;
BreakOnTargetMove = breakOnTargetMove;
BreakOnDamage = breakOnDamage;
BreakOnStun = breakOnStun;
ExtraCheck = extraCheck;
if (Target == null)
{
BreakOnTargetMove = false;
}
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
{
[Dependency] private readonly IPauseManager _pauseManager = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
{
if (_pauseManager.IsGridPaused(comp.Owner.Transform.GridID)) continue;
var cancelled = new List<DoAfter>(0);
var finished = new List<DoAfter>(0);
foreach (var doAfter in comp.DoAfters)
{
doAfter.Run(frameTime);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
cancelled.Add(doAfter);
break;
case DoAfterStatus.Finished:
finished.Add(doAfter);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
foreach (var doAfter in cancelled)
{
comp.Cancelled(doAfter);
}
foreach (var doAfter in finished)
{
comp.Finished(doAfter);
}
finished.Clear();
}
}
/// <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> DoAfter(DoAfterEventArgs eventArgs)
{
// Setup
var doAfter = new DoAfter(eventArgs);
// Caller's gonna be responsible for this I guess
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
DamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
damageableComponent.Damaged += doAfter.HandleDamage;
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.Damaged -= doAfter.HandleDamage;
}
return doAfter.Status;
}
}
public enum DoAfterStatus
{
Running,
Cancelled,
Finished,
}
}