Make InteractUsing async, make tools use DoAfter. (#1772)

* Make IInteractUsing async, make tools use DoAfter.

* Disable warning 1998 in Content.Server

* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
This commit is contained in:
Víctor Aguilera Puerto
2020-08-18 14:39:08 +02:00
committed by GitHub
parent bbdfe44224
commit d9ae942759
45 changed files with 195 additions and 100 deletions

View File

@@ -1,4 +1,5 @@
using Content.Server.GameObjects.Components.GUI;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power;
@@ -57,7 +58,7 @@ namespace Content.Server.GameObjects.Components.Interactable
[ViewVariables]
public bool Activated { get; private set; }
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.HasComponent<BatteryComponent>()) return false;

View File

@@ -34,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Interactable
serializer.DataField(ref _toolComponentNeeded, "toolComponentNeeded", true);
}
public void TryPryTile(IEntity user, GridCoordinates clickLocation)
public async void TryPryTile(IEntity user, GridCoordinates clickLocation)
{
if (!Owner.TryGetComponent<ToolComponent>(out var tool) && _toolComponentNeeded)
return;
@@ -51,7 +51,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (!tileDef.CanCrowbar) return;
if (_toolComponentNeeded && !tool.UseTool(user, null, ToolQuality.Prying))
if (_toolComponentNeeded && !await tool!.UseTool(user, null, 0f, ToolQuality.Prying))
return;
var underplating = _tileDefinitionManager["underplating"];

View File

@@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
@@ -89,11 +91,31 @@ namespace Content.Server.GameObjects.Components.Interactable
serializer.DataField(this, collection => UseSoundCollection, "useSoundCollection", string.Empty);
}
public virtual bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
public virtual async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool> doAfterCheck = null)
{
if (!HasQuality(toolQualityNeeded) || !ActionBlockerSystem.CanInteract(user))
return false;
if (doAfterDelay > 0f)
{
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / SpeedModifier, default, target)
{
ExtraCheck = doAfterCheck,
BreakOnDamage = false, // TODO: Change this to true once breathing is fixed.
BreakOnStun = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.DoAfter(doAfterArgs);
if (result == DoAfterStatus.Cancelled)
return false;
}
PlayUseSound();
return true;

View File

@@ -1,5 +1,6 @@
#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -97,16 +98,37 @@ namespace Content.Server.GameObjects.Components.Interactable
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
}
public override bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
{
var canUse = base.UseTool(user, target, toolQualityNeeded);
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
if (!CanWeld(DefaultFuelCost))
{
_notifyManager.PopupMessage(target, user, "Can't weld!");
return false;
}
return extraCheck;
}
var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
}
public bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded, float fuelConsumed)
public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
{
return base.UseTool(user, target, toolQualityNeeded) && TryWeld(fuelConsumed, user);
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
return extraCheck && CanWeld(fuelConsumed);
}
return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
}
private bool TryWeld(float value, IEntity? user = null, bool silent = false)
@@ -236,7 +258,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (TryWeld(5, victim, silent: true))
{
PlaySoundCollection(WeldSoundCollection);
chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim)); //TODO: theyre macro
chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim));
return SuicideKind.Heat;
}