"ECS" do_after (#6531)
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@@ -1,73 +1,14 @@
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using System.Collections.Generic;
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using Content.Shared.DoAfter;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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namespace Content.Server.DoAfter
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{
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[RegisterComponent]
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[RegisterComponent, Friend(typeof(DoAfterSystem))]
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public sealed class DoAfterComponent : SharedDoAfterComponent
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{
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public IReadOnlyCollection<DoAfter> DoAfters => _doAfters.Keys;
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private readonly Dictionary<DoAfter, byte> _doAfters = new();
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public readonly Dictionary<DoAfter, byte> DoAfters = new();
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// So the client knows which one to update (and so we don't send all of the do_afters every time 1 updates)
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// we'll just send them the index. Doesn't matter if it wraps around.
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private byte _runningIndex;
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public override ComponentState GetComponentState()
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{
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var toAdd = new List<ClientDoAfter>();
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foreach (var doAfter in DoAfters)
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{
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// THE ALMIGHTY PYRAMID
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var clientDoAfter = new ClientDoAfter(
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_doAfters[doAfter],
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doAfter.UserGrid,
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doAfter.TargetGrid,
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doAfter.StartTime,
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doAfter.EventArgs.Delay,
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doAfter.EventArgs.BreakOnUserMove,
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doAfter.EventArgs.BreakOnTargetMove,
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doAfter.EventArgs.MovementThreshold,
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doAfter.EventArgs.Target);
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toAdd.Add(clientDoAfter);
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}
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return new DoAfterComponentState(toAdd);
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}
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public void Add(DoAfter doAfter)
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{
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_doAfters.Add(doAfter, _runningIndex);
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_runningIndex++;
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Dirty();
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}
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public void Cancelled(DoAfter doAfter)
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{
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if (!_doAfters.TryGetValue(doAfter, out var index))
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return;
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_doAfters.Remove(doAfter);
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#pragma warning disable 618
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SendNetworkMessage(new CancelledDoAfterMessage(index));
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#pragma warning restore 618
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}
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/// <summary>
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/// Call when the particular DoAfter is finished.
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/// Client should be tracking this independently.
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/// </summary>
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/// <param name="doAfter"></param>
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public void Finished(DoAfter doAfter)
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{
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if (!_doAfters.ContainsKey(doAfter))
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return;
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_doAfters.Remove(doAfter);
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}
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public byte RunningIndex;
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}
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}
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