Add post-checks for do_after (#1940)
* Add post-checks for do_after So you can do InRangeUnobstructed or whatever at the end. Individual components should do their own check upfront to avoid the state ever being sent. I added a pre-made function for people to do InRangeUnobstructed. * Woops imports Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,7 +1,6 @@
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#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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@@ -86,7 +85,16 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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if (IsFinished())
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{
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Tcs.SetResult(DoAfterStatus.Finished);
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// Do the final checks here
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if (!TryPostCheck())
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{
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Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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else
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{
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Tcs.SetResult(DoAfterStatus.Finished);
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}
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return;
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}
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@@ -98,6 +106,11 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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private bool IsCancelled()
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{
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if (EventArgs.User.Deleted || EventArgs.Target?.Deleted == true)
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{
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return true;
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}
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//https://github.com/tgstation/tgstation/blob/1aa293ea337283a0191140a878eeba319221e5df/code/__HELPERS/mobs.dm
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if (EventArgs.CancelToken.IsCancellationRequested)
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{
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@@ -157,10 +170,15 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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}
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}
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}
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return false;
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}
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private bool TryPostCheck()
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{
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return EventArgs.PostCheck?.Invoke() != false;
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}
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private bool IsFinished()
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{
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if (Elapsed <= EventArgs.Delay)
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@@ -1,6 +1,9 @@
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#nullable enable
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using System;
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using System.Threading;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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// ReSharper disable UnassignedReadonlyField
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@@ -9,6 +12,18 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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{
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public sealed class DoAfterEventArgs
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{
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// Premade checks
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public Func<bool> GetInRangeUnobstructed(int collisionMask = (int) CollisionGroup.MobMask)
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{
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if (Target == null)
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{
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throw new InvalidOperationException("Can't supply a null target to DoAfterEventArgs.GetInRangeUnobstructed");
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}
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var interactionSystem = EntitySystem.Get<SharedInteractionSystem>();
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Func<IEntity, bool> ignored = entity => entity == User || entity == Target;
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return () => interactionSystem.InRangeUnobstructed(User.Transform.MapPosition, Target.Transform.MapPosition, collisionMask: collisionMask, predicate: ignored);
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}
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/// <summary>
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/// The entity invoking do_after
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/// </summary>
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@@ -49,6 +64,14 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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public bool BreakOnDamage { get; set; }
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public bool BreakOnStun { get; set; }
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/// <summary>
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/// Requires a function call once at the end (like InRangeUnobstructed).
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/// </summary>
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/// <remarks>
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/// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client.
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/// </remarks>
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public Func<bool>? PostCheck { get; set; } = null;
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/// <summary>
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/// Additional conditions that need to be met. Return false to cancel.
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/// </summary>
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