DoAfter Refactor (#13225)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
@@ -1,209 +0,0 @@
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Server.DoAfter
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{
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public sealed class DoAfter
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{
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public Task<DoAfterStatus> AsTask { get; }
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private TaskCompletionSource<DoAfterStatus> Tcs { get; }
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public readonly DoAfterEventArgs EventArgs;
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public TimeSpan StartTime { get; }
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public float Elapsed { get; set; }
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public EntityCoordinates UserGrid { get; }
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public EntityCoordinates TargetGrid { get; }
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#pragma warning disable RA0004
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public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
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#pragma warning restore RA0004
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// NeedHand
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private readonly string? _activeHand;
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private readonly EntityUid? _activeItem;
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public DoAfter(DoAfterEventArgs eventArgs, IEntityManager entityManager)
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{
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EventArgs = eventArgs;
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StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (eventArgs.BreakOnUserMove)
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{
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UserGrid = entityManager.GetComponent<TransformComponent>(eventArgs.User).Coordinates;
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}
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if (eventArgs.Target != null && eventArgs.BreakOnTargetMove)
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{
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// Target should never be null if the bool is set.
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TargetGrid = entityManager.GetComponent<TransformComponent>(eventArgs.Target!.Value).Coordinates;
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}
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// For this we need to stay on the same hand slot and need the same item in that hand slot
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// (or if there is no item there we need to keep it free).
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if (eventArgs.NeedHand && entityManager.TryGetComponent(eventArgs.User, out HandsComponent? handsComponent))
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{
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_activeHand = handsComponent.ActiveHand?.Name;
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_activeItem = handsComponent.ActiveHandEntity;
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}
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Tcs = new TaskCompletionSource<DoAfterStatus>();
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AsTask = Tcs.Task;
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}
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public void Cancel()
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{
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if (Status == DoAfterStatus.Running)
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Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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public void Run(float frameTime, IEntityManager entityManager)
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{
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switch (Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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case DoAfterStatus.Finished:
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Elapsed += frameTime;
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if (IsFinished())
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{
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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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if (IsCancelled(entityManager))
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{
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Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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}
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private bool IsCancelled(IEntityManager entityManager)
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{
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if (!entityManager.EntityExists(EventArgs.User) || EventArgs.Target is {} target && !entityManager.EntityExists(target))
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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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return true;
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}
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// TODO :Handle inertia in space.
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if (EventArgs.BreakOnUserMove && !entityManager.GetComponent<TransformComponent>(EventArgs.User).Coordinates.InRange(
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entityManager, UserGrid, EventArgs.MovementThreshold))
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{
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return true;
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}
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if (EventArgs.Target != null &&
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EventArgs.BreakOnTargetMove &&
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!entityManager.GetComponent<TransformComponent>(EventArgs.Target!.Value).Coordinates.InRange(entityManager, TargetGrid, EventArgs.MovementThreshold))
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{
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return true;
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}
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if (EventArgs.ExtraCheck != null && !EventArgs.ExtraCheck.Invoke())
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{
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return true;
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}
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if (EventArgs.BreakOnStun &&
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entityManager.HasComponent<StunnedComponent>(EventArgs.User))
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{
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return true;
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}
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if (EventArgs.NeedHand)
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{
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if (!entityManager.TryGetComponent(EventArgs.User, out HandsComponent? handsComponent))
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{
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// If we had a hand but no longer have it that's still a paddlin'
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if (_activeHand != null)
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{
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return true;
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}
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}
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else
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{
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var currentActiveHand = handsComponent.ActiveHand?.Name;
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if (_activeHand != currentActiveHand)
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{
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return true;
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}
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var currentItem = handsComponent.ActiveHandEntity;
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if (_activeItem != currentItem)
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{
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return true;
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}
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}
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}
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if (EventArgs.DistanceThreshold != null)
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{
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var xformQuery = entityManager.GetEntityQuery<TransformComponent>();
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TransformComponent? userXform = null;
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// Check user distance to target AND used entities.
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if (EventArgs.Target != null && !EventArgs.User.Equals(EventArgs.Target))
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{
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//recalculate Target location in case Target has also moved
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var targetCoordinates = xformQuery.GetComponent(EventArgs.Target.Value).Coordinates;
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userXform ??= xformQuery.GetComponent(EventArgs.User);
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if (!userXform.Coordinates.InRange(entityManager, targetCoordinates, EventArgs.DistanceThreshold.Value))
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return true;
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}
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if (EventArgs.Used != null)
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{
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var targetCoordinates = xformQuery.GetComponent(EventArgs.Used.Value).Coordinates;
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userXform ??= xformQuery.GetComponent(EventArgs.User);
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if (!userXform.Coordinates.InRange(entityManager, targetCoordinates, EventArgs.DistanceThreshold.Value))
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return true;
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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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{
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return false;
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}
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return true;
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}
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}
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}
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@@ -1,20 +0,0 @@
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using Content.Shared.DoAfter;
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namespace Content.Server.DoAfter
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{
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[RegisterComponent, Access(typeof(DoAfterSystem))]
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public sealed class DoAfterComponent : SharedDoAfterComponent
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{
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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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public byte RunningIndex;
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}
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/// <summary>
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/// Added to entities that are currently performing any doafters.
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/// </summary>
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[RegisterComponent]
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public sealed class ActiveDoAfterComponent : Component {}
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}
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@@ -1,144 +0,0 @@
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using System.Threading;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Utility;
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namespace Content.Server.DoAfter
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{
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public sealed class DoAfterEventArgs
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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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public EntityUid User { get; }
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/// <summary>
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/// How long does the do_after require to complete
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/// </summary>
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public float Delay { get; }
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/// <summary>
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/// Applicable target (if relevant)
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/// </summary>
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public EntityUid? Target { get; }
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/// <summary>
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/// Entity used by the User on the Target.
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/// </summary>
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public EntityUid? Used { get; set; }
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/// <summary>
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/// Manually cancel the do_after so it no longer runs
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/// </summary>
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public CancellationToken CancelToken { get; }
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// Break the chains
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/// <summary>
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/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
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/// This also covers requiring the hand to be free (if applicable).
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/// </summary>
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public bool NeedHand { get; set; }
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/// <summary>
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/// If do_after stops when the user moves
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/// </summary>
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public bool BreakOnUserMove { get; set; }
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/// <summary>
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/// If do_after stops when the target moves (if there is a target)
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/// </summary>
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public bool BreakOnTargetMove { get; set; }
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/// <summary>
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/// Threshold for user and target movement
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/// </summary>
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public float MovementThreshold { get; set; }
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public bool BreakOnDamage { get; set; }
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/// <summary>
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/// Threshold for user damage
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/// </summary>
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public FixedPoint2 DamageThreshold { get; set; }
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public bool BreakOnStun { get; set; }
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/// <summary>
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/// Threshold for distance user from the used OR target entities.
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/// </summary>
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public float? DistanceThreshold { 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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public Func<bool>? ExtraCheck { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="User"/> entity when the DoAfter is cancelled.
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/// </summary>
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public object? UserCancelledEvent { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="User"/> entity when the DoAfter is finished successfully.
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/// </summary>
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public object? UserFinishedEvent { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="Used"/> entity when the DoAfter is cancelled.
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/// </summary>
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public object? UsedCancelledEvent { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="Used"/> entity when the DoAfter is finished successfully.
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/// </summary>
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public object? UsedFinishedEvent { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="Target"/> entity when the DoAfter is cancelled.
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/// </summary>
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public object? TargetCancelledEvent { get; set; }
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/// <summary>
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/// Event to be raised directed to the <see cref="Target"/> entity when the DoAfter is finished successfully.
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/// </summary>
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public object? TargetFinishedEvent { get; set; }
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/// <summary>
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/// Event to be broadcast when the DoAfter is cancelled.
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/// </summary>
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public object? BroadcastCancelledEvent { get; set; }
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/// <summary>
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/// Event to be broadcast when the DoAfter is finished successfully.
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/// </summary>
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public object? BroadcastFinishedEvent { get; set; }
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public DoAfterEventArgs(
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EntityUid user,
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float delay,
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CancellationToken cancelToken = default,
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EntityUid? target = null,
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EntityUid? used = null)
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{
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User = user;
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Delay = delay;
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CancelToken = cancelToken;
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Target = target;
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Used = used;
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MovementThreshold = 0.1f;
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DamageThreshold = 1.0;
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if (Target == null)
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{
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DebugTools.Assert(!BreakOnTargetMove);
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BreakOnTargetMove = false;
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}
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}
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}
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}
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@@ -1,227 +1,11 @@
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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namespace Content.Server.DoAfter
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namespace Content.Server.DoAfter;
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[UsedImplicitly]
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public sealed class DoAfterSystem : SharedDoAfterSystem
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{
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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// We cache these lists as to not allocate them every update tick...
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private readonly Queue<DoAfter> _cancelled = new();
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private readonly Queue<DoAfter> _finished = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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}
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public void Add(DoAfterComponent component, DoAfter doAfter)
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{
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component.DoAfters.Add(doAfter, component.RunningIndex);
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EnsureComp<ActiveDoAfterComponent>(component.Owner);
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component.RunningIndex++;
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Dirty(component);
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}
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public void Cancelled(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.TryGetValue(doAfter, out var index))
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return;
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component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
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{
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RemComp<ActiveDoAfterComponent>(component.Owner);
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}
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RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index));
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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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public void Finished(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.ContainsKey(doAfter))
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return;
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component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
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{
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RemComp<ActiveDoAfterComponent>(component.Owner);
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}
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
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{
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var toAdd = new List<ClientDoAfter>(component.DoAfters.Count);
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foreach (var (doAfter, _) in component.DoAfters)
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{
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// THE ALMIGHTY PYRAMID
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var clientDoAfter = new ClientDoAfter(
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component.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.DamageThreshold,
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doAfter.EventArgs.Target);
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toAdd.Add(clientDoAfter);
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}
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args.State = new DoAfterComponentState(toAdd);
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}
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private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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return;
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foreach (var (doAfter, _) in component.DoAfters)
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{
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doAfter.Cancel();
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}
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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/// <param name="_">
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/// The EntityUID of the user
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/// </param>
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/// <param name="component"></param>
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/// <param name="args"></param>
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public void OnDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
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{
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
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return;
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foreach (var (doAfter, _) in component.DoAfters)
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{
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if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
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{
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doAfter.Cancel();
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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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foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
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{
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foreach (var (doAfter, _) in comp.DoAfters.ToArray())
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{
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doAfter.Run(frameTime, EntityManager);
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switch (doAfter.Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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_cancelled.Enqueue(doAfter);
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break;
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case DoAfterStatus.Finished:
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_finished.Enqueue(doAfter);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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while (_cancelled.TryDequeue(out var doAfter))
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{
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Cancelled(comp, doAfter);
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if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserCancelledEvent != null)
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||||
RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserCancelledEvent, false);
|
||||
|
||||
if (doAfter.EventArgs.Used is {} used && EntityManager.EntityExists(used) && doAfter.EventArgs.UsedCancelledEvent != null)
|
||||
RaiseLocalEvent(used, doAfter.EventArgs.UsedCancelledEvent);
|
||||
|
||||
if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetCancelledEvent != null)
|
||||
RaiseLocalEvent(target, doAfter.EventArgs.TargetCancelledEvent, false);
|
||||
|
||||
if(doAfter.EventArgs.BroadcastCancelledEvent != null)
|
||||
RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
|
||||
}
|
||||
|
||||
while (_finished.TryDequeue(out var doAfter))
|
||||
{
|
||||
Finished(comp, doAfter);
|
||||
|
||||
if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserFinishedEvent != null)
|
||||
RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserFinishedEvent, false);
|
||||
|
||||
if(doAfter.EventArgs.Used is {} used && EntityManager.EntityExists(used) && doAfter.EventArgs.UsedFinishedEvent != null)
|
||||
RaiseLocalEvent(used, doAfter.EventArgs.UsedFinishedEvent);
|
||||
|
||||
if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetFinishedEvent != null)
|
||||
RaiseLocalEvent(target, doAfter.EventArgs.TargetFinishedEvent, false);
|
||||
|
||||
if(doAfter.EventArgs.BroadcastFinishedEvent != null)
|
||||
RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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> WaitDoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
var doAfter = CreateDoAfter(eventArgs);
|
||||
|
||||
await doAfter.AsTask;
|
||||
|
||||
return doAfter.Status;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
|
||||
/// These can be potentially cancelled by the user moving or when other things happen.
|
||||
/// </summary>
|
||||
/// <param name="eventArgs"></param>
|
||||
public void DoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
CreateDoAfter(eventArgs);
|
||||
}
|
||||
|
||||
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
// Setup
|
||||
var doAfter = new DoAfter(eventArgs, EntityManager);
|
||||
// Caller's gonna be responsible for this I guess
|
||||
var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
|
||||
Add(doAfterComponent, doAfter);
|
||||
return doAfter;
|
||||
}
|
||||
}
|
||||
|
||||
public enum DoAfterStatus : byte
|
||||
{
|
||||
Running,
|
||||
Cancelled,
|
||||
Finished,
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user