DoAfter Refactor (#13225)

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
keronshb
2023-02-24 19:01:25 -05:00
committed by GitHub
parent 7a9baa79c2
commit 9ebb452a3c
129 changed files with 2624 additions and 4132 deletions

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using Robust.Shared.GameStates;
namespace Content.Shared.DoAfter;
/// <summary>
/// Added to entities that are currently performing any doafters.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class ActiveDoAfterComponent : Component
{
}

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using System.Threading.Tasks;
using Content.Shared.Hands.Components;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.DoAfter;
[Serializable, NetSerializable]
[DataDefinition]
public sealed class DoAfter
{
[NonSerialized]
[Obsolete]
public Task<DoAfterStatus> AsTask;
[NonSerialized]
[Obsolete("Will be obsolete for EventBus")]
public TaskCompletionSource<DoAfterStatus> Tcs;
//TODO: Should be merged into here
public readonly DoAfterEventArgs EventArgs;
//ID so the client DoAfterSystem can track
public byte ID;
public bool Cancelled = false;
//Cache the delay so the timer properly shows
public float Delay;
//Keep track of the time this DoAfter started
public TimeSpan StartTime;
//Keep track of the time this DoAfter was cancelled
public TimeSpan CancelledTime;
//How long has the do after been running?
public TimeSpan Elapsed = TimeSpan.Zero;
/// <summary>
/// Accrued time when cancelled.
/// </summary>
public TimeSpan CancelledElapsed = TimeSpan.Zero;
public EntityCoordinates UserGrid;
public EntityCoordinates TargetGrid;
[NonSerialized]
public Action<bool>? Done;
#pragma warning disable RA0004
public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
#pragma warning restore RA0004
// NeedHand
public readonly string? ActiveHand;
public readonly EntityUid? ActiveItem;
public DoAfter(DoAfterEventArgs eventArgs, IEntityManager entityManager)
{
EventArgs = eventArgs;
StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (eventArgs.BreakOnUserMove)
UserGrid = entityManager.GetComponent<TransformComponent>(eventArgs.User).Coordinates;
if (eventArgs.Target != null && eventArgs.BreakOnTargetMove)
// Target should never be null if the bool is set.
TargetGrid = entityManager.GetComponent<TransformComponent>(eventArgs.Target!.Value).Coordinates;
// 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 && entityManager.TryGetComponent(eventArgs.User, out SharedHandsComponent? handsComponent))
{
ActiveHand = handsComponent.ActiveHand?.Name;
ActiveItem = handsComponent.ActiveHandEntity;
}
Tcs = new TaskCompletionSource<DoAfterStatus>();
AsTask = Tcs.Task;
}
}

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using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.DoAfter;
[RegisterComponent, NetworkedComponent]
public sealed class DoAfterComponent : Component
{
[DataField("doAfters")]
public readonly Dictionary<byte, DoAfter> DoAfters = new();
[DataField("cancelledDoAfters")]
public readonly Dictionary<byte, DoAfter> CancelledDoAfters = new();
// 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.
[DataField("runningIndex")]
public byte RunningIndex;
}
[Serializable, NetSerializable]
public sealed class DoAfterComponentState : ComponentState
{
public Dictionary<byte, DoAfter> DoAfters;
public DoAfterComponentState(Dictionary<byte, DoAfter> doAfters)
{
DoAfters = doAfters;
}
}
/// <summary>
/// Use this event to raise your DoAfter events now.
/// Check for cancelled, and if it is, then null the token there.
/// </summary>
/// TODO: Add a networked DoAfterEvent to pass in AdditionalData for the future
[Serializable, NetSerializable]
public sealed class DoAfterEvent : HandledEntityEventArgs
{
public bool Cancelled;
public readonly DoAfterEventArgs Args;
public DoAfterEvent(bool cancelled, DoAfterEventArgs args)
{
Cancelled = cancelled;
Args = args;
}
}
/// <summary>
/// Use this event to raise your DoAfter events now.
/// Check for cancelled, and if it is, then null the token there.
/// Can't be serialized
/// </summary>
/// TODO: Net/Serilization isn't supported so this needs to be networked somehow
public sealed class DoAfterEvent<T> : HandledEntityEventArgs
{
public T AdditionalData;
public bool Cancelled;
public readonly DoAfterEventArgs Args;
public DoAfterEvent(T additionalData, bool cancelled, DoAfterEventArgs args)
{
AdditionalData = additionalData;
Cancelled = cancelled;
Args = args;
}
}
[Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : EntityEventArgs
{
public EntityUid Uid;
public byte ID;
public CancelledDoAfterMessage(EntityUid uid, byte id)
{
Uid = uid;
ID = id;
}
}
[Serializable, NetSerializable]
public enum DoAfterStatus : byte
{
Running,
Cancelled,
Finished,
}

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using System.Threading;
using Content.Shared.FixedPoint;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
//TODO: Merge into DoAfter
[Serializable, NetSerializable]
public sealed class DoAfterEventArgs
{
/// <summary>
/// The entity invoking do_after
/// </summary>
public EntityUid User;
/// <summary>
/// How long does the do_after require to complete
/// </summary>
public float Delay;
/// <summary>
/// Applicable target (if relevant)
/// </summary>
public EntityUid? Target;
/// <summary>
/// Entity used by the User on the Target.
/// </summary>
public EntityUid? Used;
public bool RaiseOnUser = true;
public bool RaiseOnTarget = true;
public bool RaiseOnUsed = true;
/// <summary>
/// Manually cancel the do_after so it no longer runs
/// </summary>
[NonSerialized]
public CancellationToken CancelToken;
// 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;
/// <summary>
/// If do_after stops when the user moves
/// </summary>
public bool BreakOnUserMove;
/// <summary>
/// If do_after stops when the target moves (if there is a target)
/// </summary>
public bool BreakOnTargetMove;
/// <summary>
/// Threshold for user and target movement
/// </summary>
public float MovementThreshold;
public bool BreakOnDamage;
/// <summary>
/// Threshold for user damage
/// </summary>
public FixedPoint2? DamageThreshold;
public bool BreakOnStun;
/// <summary>
/// Should the DoAfter event broadcast?
/// </summary>
public bool Broadcast;
/// <summary>
/// Threshold for distance user from the used OR target entities.
/// </summary>
public float? DistanceThreshold;
/// <summary>
/// Requires a function call once at the end (like InRangeUnobstructed).
/// </summary>
/// <remarks>
/// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client.
/// </remarks>
[NonSerialized]
//TODO: Replace with eventbus
public Func<bool>? PostCheck;
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
[NonSerialized]
//TODO Replace with eventbus
public Func<bool>? ExtraCheck;
public DoAfterEventArgs(
EntityUid user,
float delay,
CancellationToken cancelToken = default,
EntityUid? target = null,
EntityUid? used = null)
{
User = user;
Delay = delay;
CancelToken = cancelToken;
Target = target;
Used = used;
MovementThreshold = 0.1f;
DamageThreshold = 1.0;
if (Target == null)
{
DebugTools.Assert(!BreakOnTargetMove);
BreakOnTargetMove = false;
}
}
}

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using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.DoAfter
{
[NetworkedComponent()]
public abstract class SharedDoAfterComponent : Component
{
}
[Serializable, NetSerializable]
public sealed class DoAfterComponentState : ComponentState
{
public List<ClientDoAfter> DoAfters { get; }
public DoAfterComponentState(List<ClientDoAfter> doAfters)
{
DoAfters = doAfters;
}
}
[Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : EntityEventArgs
{
public EntityUid Uid;
public byte ID { get; }
public CancelledDoAfterMessage(EntityUid uid, byte id)
{
Uid = uid;
ID = id;
}
}
// TODO: Merge this with the actual DoAfter
/// <summary>
/// We send a trimmed-down version of the DoAfter for the client for it to use.
/// </summary>
[Serializable, NetSerializable]
public sealed class ClientDoAfter
{
public bool Cancelled = false;
/// <summary>
/// Accrued time when cancelled.
/// </summary>
public float CancelledAccumulator;
// To see what these do look at DoAfter and DoAfterEventArgs
public byte ID { get; }
public TimeSpan StartTime { get; }
public EntityCoordinates UserGrid { get; }
public EntityCoordinates TargetGrid { get; }
public EntityUid? Target { get; }
public float Accumulator;
public float Delay { get; }
// TODO: The other ones need predicting
public bool BreakOnUserMove { get; }
public bool BreakOnTargetMove { get; }
public float MovementThreshold { get; }
public FixedPoint2 DamageThreshold { get; }
public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime,
float delay, bool breakOnUserMove, bool breakOnTargetMove, float movementThreshold, FixedPoint2 damageThreshold, EntityUid? target = null)
{
ID = id;
UserGrid = userGrid;
TargetGrid = targetGrid;
StartTime = startTime;
Delay = delay;
BreakOnUserMove = breakOnUserMove;
BreakOnTargetMove = breakOnTargetMove;
MovementThreshold = movementThreshold;
DamageThreshold = damageThreshold;
Target = target;
}
}
}

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using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs;
using Content.Shared.Stunnable;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.DoAfter;
public abstract class SharedDoAfterSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
// We cache the list as to not allocate every update tick...
private readonly Queue<DoAfter> _pending = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
}
private void Add(EntityUid entity, DoAfterComponent component, DoAfter doAfter)
{
doAfter.ID = component.RunningIndex;
doAfter.Delay = doAfter.EventArgs.Delay;
component.DoAfters.Add(component.RunningIndex, doAfter);
EnsureComp<ActiveDoAfterComponent>(entity);
component.RunningIndex++;
Dirty(component);
}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
{
args.State = new DoAfterComponentState(component.DoAfters);
}
private void Cancelled(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.TryGetValue(doAfter.ID, out var index))
return;
component.DoAfters.Remove(doAfter.ID);
if (component.DoAfters.Count == 0)
RemComp<ActiveDoAfterComponent>(component.Owner);
RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index.ID));
}
/// <summary>
/// Call when the particular DoAfter is finished.
/// Client should be tracking this independently.
/// </summary>
private void Finished(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.ContainsKey(doAfter.ID))
return;
component.DoAfters.Remove(doAfter.ID);
if (component.DoAfters.Count == 0)
RemComp<ActiveDoAfterComponent>(component.Owner);
}
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
{
if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
return;
foreach (var (_, doAfter) in component.DoAfters)
{
Cancel(uid, doAfter, component);
}
}
/// <summary>
/// Cancels DoAfter if it breaks on damage and it meets the threshold
/// </summary>
/// <param name="uid">The EntityUID of the user</param>
/// <param name="component"></param>
/// <param name="args"></param>
private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
{
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
return;
foreach (var doAfter in component.DoAfters.Values)
{
if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
Cancel(uid, doAfter, component);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
{
foreach (var doAfter in comp.DoAfters.Values.ToArray())
{
Run(comp.Owner, comp, doAfter);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
_pending.Enqueue(doAfter);
break;
case DoAfterStatus.Finished:
_pending.Enqueue(doAfter);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
while (_pending.TryDequeue(out var doAfter))
{
if (doAfter.Status == DoAfterStatus.Cancelled)
{
Cancelled(comp, doAfter);
if (doAfter.Done != null)
doAfter.Done(true);
}
if (doAfter.Status == DoAfterStatus.Finished)
{
Finished(comp, doAfter);
if (doAfter.Done != null)
doAfter.Done(false);
}
}
}
}
/// <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>
[Obsolete("Use the synchronous version instead, DoAfter")]
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.
/// Use this when you need to send extra data with the DoAfter
/// </summary>
/// <param name="eventArgs">The DoAfterEventArgs</param>
/// <param name="data">The extra data sent over </param>
public void DoAfter<T>(DoAfterEventArgs eventArgs, T data)
{
var doAfter = CreateDoAfter(eventArgs);
doAfter.Done = cancelled => { Send(data, cancelled, eventArgs); };
}
/// <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.
/// Use this if you don't have any extra data to send with the DoAfter
/// </summary>
/// <param name="eventArgs">The DoAfterEventArgs</param>
public DoAfter DoAfter(DoAfterEventArgs eventArgs)
{
var doAfter = CreateDoAfter(eventArgs);
doAfter.Done = cancelled => { Send(cancelled, eventArgs); };
return doAfter;
}
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
{
// Setup
eventArgs.CancelToken = new CancellationToken();
var doAfter = new DoAfter(eventArgs, EntityManager);
// Caller's gonna be responsible for this I guess
var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
doAfter.ID = doAfterComponent.RunningIndex;
doAfter.StartTime = GameTiming.CurTime;
Add(eventArgs.User, doAfterComponent, doAfter);
return doAfter;
}
private void Run(EntityUid entity, DoAfterComponent comp, DoAfter doAfter)
{
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
case DoAfterStatus.Finished:
return;
default:
throw new ArgumentOutOfRangeException();
}
doAfter.Elapsed = GameTiming.CurTime - doAfter.StartTime;
if (IsFinished(doAfter))
{
if (!TryPostCheck(doAfter))
{
Cancel(entity, doAfter, comp);
}
else
{
doAfter.Tcs.SetResult(DoAfterStatus.Finished);
}
return;
}
if (IsCancelled(doAfter))
{
Cancel(entity, doAfter, comp);
}
}
private bool TryPostCheck(DoAfter doAfter)
{
return doAfter.EventArgs.PostCheck?.Invoke() != false;
}
private bool IsFinished(DoAfter doAfter)
{
var delay = TimeSpan.FromSeconds(doAfter.EventArgs.Delay);
if (doAfter.Elapsed <= delay)
return false;
return true;
}
private bool IsCancelled(DoAfter doAfter)
{
var eventArgs = doAfter.EventArgs;
var xForm = GetEntityQuery<TransformComponent>();
if (!Exists(eventArgs.User) || eventArgs.Target is { } target && !Exists(target))
return true;
if (eventArgs.CancelToken.IsCancellationRequested)
return true;
//TODO: Handle Inertia in space
if (eventArgs.BreakOnUserMove && !xForm.GetComponent(eventArgs.User).Coordinates
.InRange(EntityManager, doAfter.UserGrid, eventArgs.MovementThreshold))
return true;
if (eventArgs.Target != null && eventArgs.BreakOnTargetMove && !xForm.GetComponent(eventArgs.Target!.Value)
.Coordinates.InRange(EntityManager, doAfter.TargetGrid, eventArgs.MovementThreshold))
return true;
if (eventArgs.ExtraCheck != null && !eventArgs.ExtraCheck.Invoke())
return true;
if (eventArgs.BreakOnStun && HasComp<StunnedComponent>(eventArgs.User))
return true;
if (eventArgs.NeedHand)
{
if (!TryComp<SharedHandsComponent>(eventArgs.User, out var handsComp))
{
//TODO: Figure out active hand and item values
// If we had a hand but no longer have it that's still a paddlin'
if (doAfter.ActiveHand != null)
return true;
}
else
{
var currentActiveHand = handsComp.ActiveHand?.Name;
if (doAfter.ActiveHand != currentActiveHand)
return true;
var currentItem = handsComp.ActiveHandEntity;
if (doAfter.ActiveItem != currentItem)
return true;
}
}
if (eventArgs.DistanceThreshold != null)
{
var userXform = xForm.GetComponent(eventArgs.User);
if (eventArgs.Target != null && !eventArgs.User.Equals(eventArgs.Target))
{
//recalculate Target location in case Target has also moved
var targetCoords = xForm.GetComponent(eventArgs.Target.Value).Coordinates;
if (!userXform.Coordinates.InRange(EntityManager, targetCoords, eventArgs.DistanceThreshold.Value))
return true;
}
if (eventArgs.Used != null)
{
var usedCoords = xForm.GetComponent(eventArgs.Used.Value).Coordinates;
if (!userXform.Coordinates.InRange(EntityManager, usedCoords, eventArgs.DistanceThreshold.Value))
return true;
}
}
return false;
}
public void Cancel(EntityUid entity, DoAfter doAfter, DoAfterComponent? comp = null)
{
if (!Resolve(entity, ref comp, false))
return;
if (comp.CancelledDoAfters.ContainsKey(doAfter.ID))
return;
if (!comp.DoAfters.ContainsKey(doAfter.ID))
return;
doAfter.Cancelled = true;
doAfter.CancelledTime = GameTiming.CurTime;
var doAfterMessage = comp.DoAfters[doAfter.ID];
comp.CancelledDoAfters.Add(doAfter.ID, doAfterMessage);
if (doAfter.Status == DoAfterStatus.Running)
{
doAfter.Tcs.SetResult(DoAfterStatus.Cancelled);
}
}
/// <summary>
/// Send the DoAfter event, used where you don't need any extra data to send.
/// </summary>
/// <param name="cancelled"></param>
/// <param name="args"></param>
private void Send(bool cancelled, DoAfterEventArgs args)
{
var ev = new DoAfterEvent(cancelled, args);
RaiseDoAfterEvent(ev, args);
}
/// <summary>
/// Send the DoAfter event, used where you need extra data to send
/// </summary>
/// <param name="data"></param>
/// <param name="cancelled"></param>
/// <param name="args"></param>
/// <typeparam name="T"></typeparam>
private void Send<T>(T data, bool cancelled, DoAfterEventArgs args)
{
var ev = new DoAfterEvent<T>(data, cancelled, args);
RaiseDoAfterEvent(ev, args);
}
private void RaiseDoAfterEvent<TEvent>(TEvent ev, DoAfterEventArgs args) where TEvent : notnull
{
if (EntityManager.EntityExists(args.User) && args.RaiseOnUser)
RaiseLocalEvent(args.User, ev, args.Broadcast);
if (args.Target is { } target && EntityManager.EntityExists(target) && args.RaiseOnTarget)
RaiseLocalEvent(target, ev, args.Broadcast);
if (args.Used is { } used && EntityManager.EntityExists(used) && args.RaiseOnUsed)
RaiseLocalEvent(used, ev, args.Broadcast);
}
}