Make DoAfter visible to all (#2183)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-10-10 22:59:17 +11:00
committed by GitHub
parent 5aa866548b
commit aba9b0e3f9
5 changed files with 217 additions and 227 deletions

View File

@@ -32,7 +32,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
// This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after
// I got NFI why because I don't know the UI internals
private bool _firstDraw = true;
public bool FirstDraw { get; set; }
public DoAfterGui()
{
@@ -43,21 +43,18 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Begin);
}
/// <summary>
/// Called when the mind is detached from an entity
/// </summary>
/// Rather than just dispose of the Gui we'll just remove its child controls and re-use the control.
public void Detached()
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (Disposed)
return;
foreach (var (_, control) in _doAfterControls)
{
control.Dispose();
}
_doAfterControls.Clear();
foreach (var (_, control) in _doAfterBars)
{
control.Dispose();
}
_doAfterBars.Clear();
_cancelledDoAfters.Clear();
}
@@ -66,12 +63,10 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
/// Add the necessary control for a DoAfter progress bar.
/// </summary>
/// <param name="message"></param>
public void AddDoAfter(DoAfterMessage message)
public void AddDoAfter(ClientDoAfter message)
{
if (_doAfterControls.ContainsKey(message.ID))
{
return;
}
var doAfterBar = new DoAfterBar
{
@@ -108,18 +103,16 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
public void RemoveDoAfter(byte id)
{
if (!_doAfterControls.ContainsKey(id))
{
return;
}
var control = _doAfterControls[id];
RemoveChild(control);
_doAfterControls.Remove(id);
_doAfterBars.Remove(id);
if (_cancelledDoAfters.ContainsKey(id))
{
_cancelledDoAfters.Remove(id);
}
}
/// <summary>
@@ -130,12 +123,15 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
public void CancelDoAfter(byte id)
{
if (_cancelledDoAfters.ContainsKey(id))
{
return;
}
var control = _doAfterControls[id];
_doAfterBars[id].Cancelled = true;
if (!_doAfterBars.TryGetValue(id, out var doAfterBar))
{
doAfterBar = new DoAfterBar();
_doAfterBars[id] = doAfterBar;
}
doAfterBar.Cancelled = true;
_cancelledDoAfters.Add(id, _gameTiming.CurTime);
}
@@ -143,28 +139,24 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
base.FrameUpdate(args);
if (AttachedEntity?.IsValid() != true || !AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
if (AttachedEntity?.IsValid() != true ||
!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
return;
}
var doAfters = doAfterComponent.DoAfters;
// Nothing to render so we'll hide.
if (doAfters.Count == 0 && _cancelledDoAfters.Count == 0)
{
_firstDraw = true;
Visible = false;
if (doAfters.Count == 0)
return;
}
// Set position ready for 2nd+ frames.
_playerPosition = _eyeManager.CoordinatesToScreen(AttachedEntity.Transform.Coordinates);
LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f));
if (_firstDraw)
if (FirstDraw)
{
_firstDraw = false;
Visible = false;
FirstDraw = false;
return;
}
@@ -176,9 +168,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
foreach (var (id, cancelTime) in _cancelledDoAfters)
{
if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
{
toCancel.Add(id);
}
}
foreach (var id in toCancel)
@@ -190,9 +180,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
foreach (var (id, message) in doAfters)
{
if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id))
{
continue;
}
var doAfterBar = _doAfterBars[id];
doAfterBar.Ratio = MathF.Min(1.0f,

View File

@@ -1,6 +1,8 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
@@ -27,133 +29,132 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
/// <summary>
/// Rather than checking attached player every tick we'll just store it from the message.
/// </summary>
private IEntity? _player;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
public const float ExcessTime = 0.5f;
public DoAfterGui? Gui { get; private set; }
// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
// come into range it needs altering
private HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
private IEntity? _attachedEntity;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachSysMessage>(message => HandlePlayerAttached(message.AttachedEntity));
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
}
public override void Shutdown()
private void HandlePlayerAttached(PlayerAttachSysMessage message)
{
base.Shutdown();
Gui?.Dispose();
Gui = null;
_player = null;
_attachedEntity = message.AttachedEntity;
}
private void HandlePlayerAttached(IEntity? entity)
{
_player = entity;
// Setup the GUI and pass the new data to it if applicable.
Gui?.Detached();
if (entity == null)
{
return;
}
Gui ??= new DoAfterGui();
Gui.AttachedEntity = entity;
if (entity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
foreach (var (_, doAfter) in doAfterComponent.DoAfters)
{
Gui.AddDoAfter(doAfter);
}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var currentTime = _gameTiming.CurTime;
if (_player?.IsValid() != true)
{
var foundComps = new HashSet<DoAfterComponent>();
// Can't see any I guess?
if (_attachedEntity == null || _attachedEntity.Deleted)
return;
}
if (!_player.TryGetComponent(out DoAfterComponent? doAfterComponent))
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
{
return;
}
var doAfters = doAfterComponent.DoAfters.ToList();
if (doAfters.Count == 0)
{
return;
}
var userGrid = _player.Transform.Coordinates;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
if (!_knownComponents.Contains(comp))
{
Gui?.RemoveDoAfter(id);
doAfterComponent.Remove(doAfter);
continue;
_knownComponents.Add(comp);
}
var doAfters = comp.DoAfters.ToList();
if (doAfters.Count == 0)
{
if (comp.Gui != null)
comp.Gui.FirstDraw = true;
return;
}
// Don't predict cancellation if it's already finished.
if (elapsedTime > doAfter.Delay)
{
continue;
}
var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
// Predictions
if (doAfter.BreakOnUserMove)
if (comp.Owner != _attachedEntity && !ExamineSystemShared.InRangeUnOccluded(
_attachedEntity.Transform.MapPosition,
comp.Owner.Transform.MapPosition, range,
entity => entity == comp.Owner || entity == _attachedEntity))
{
if (userGrid != doAfter.UserGrid)
if (comp.Gui != null)
comp.Gui.FirstDraw = true;
return;
}
comp.Enable();
var userGrid = comp.Owner.Transform.Coordinates;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
{
doAfterComponent.Cancel(id, currentTime);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
if (!_entityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity))
{
// Cancel if the target entity doesn't exist.
doAfterComponent.Cancel(id, currentTime);
comp.Remove(doAfter);
continue;
}
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid)
{
doAfterComponent.Cancel(id, currentTime);
// Don't predict cancellation if it's already finished.
if (elapsedTime > doAfter.Delay)
continue;
// Predictions
if (doAfter.BreakOnUserMove)
{
if (userGrid != doAfter.UserGrid)
{
comp.Cancel(id, currentTime);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
var targetEntity = _entityManager.GetEntity(doAfter.TargetUid);
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid)
{
comp.Cancel(id, currentTime);
continue;
}
}
}
var count = comp.CancelledDoAfters.Count;
// Remove cancelled DoAfters after ExcessTime has elapsed
for (var i = count - 1; i >= 0; i--)
{
var cancelled = comp.CancelledDoAfters[i];
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
{
comp.Remove(cancelled.Message);
}
}
// Remove any components that we no longer need to track
foundComps.Add(comp);
}
var count = doAfterComponent.CancelledDoAfters.Count;
// Remove cancelled DoAfters after ExcessTime has elapsed
for (var i = count - 1; i >= 0; i--)
foreach (var comp in foundComps)
{
var cancelled = doAfterComponent.CancelledDoAfters[i];
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
if (!_knownComponents.Contains(comp))
{
doAfterComponent.Remove(cancelled.Message);
_knownComponents.Remove(comp);
comp.Disable();
}
}
}