Move do_afters to an overlay (#10463)
This commit is contained in:
@@ -1,13 +1,11 @@
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using System.Linq;
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using Content.Client.DoAfter.UI;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Collections;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -20,18 +18,8 @@ namespace Content.Client.DoAfter
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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/*
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* How this is currently setup (client-side):
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* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
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* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
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* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
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* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
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*/
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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@@ -43,9 +31,14 @@ namespace Content.Client.DoAfter
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
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SubscribeLocalEvent<DoAfterComponent, ComponentStartup>(OnDoAfterStartup);
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SubscribeLocalEvent<DoAfterComponent, ComponentShutdown>(OnDoAfterShutdown);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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IoCManager.Resolve<IOverlayManager>().AddOverlay(new DoAfterOverlay());
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}
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public override void Shutdown()
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{
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base.Shutdown();
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IoCManager.Resolve<IOverlayManager>().RemoveOverlay<DoAfterOverlay>();
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
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@@ -86,24 +79,6 @@ namespace Content.Client.DoAfter
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component.DoAfters.Add(doAfter.ID, doAfter);
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}
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if (component.Gui == null || component.Gui.Disposed)
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return;
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foreach (var (_, doAfter) in component.DoAfters)
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{
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component.Gui.AddDoAfter(doAfter);
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}
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}
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private void OnDoAfterStartup(EntityUid uid, DoAfterComponent component, ComponentStartup args)
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{
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Enable(component);
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}
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private void OnDoAfterShutdown(EntityUid uid, DoAfterComponent component, ComponentShutdown args)
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{
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Disable(component);
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}
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private void OnCancelledDoAfter(CancelledDoAfterMessage ev)
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@@ -113,33 +88,6 @@ namespace Content.Client.DoAfter
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Cancel(doAfter, ev.ID);
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}
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/// <summary>
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/// For handling PVS so we dispose of controls if they go out of range
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/// </summary>
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public void Enable(DoAfterComponent component)
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{
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if (component.Gui?.Disposed == false)
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return;
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component.Gui = new DoAfterGui {AttachedEntity = component.Owner};
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foreach (var (_, doAfter) in component.DoAfters)
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{
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component.Gui.AddDoAfter(doAfter);
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}
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foreach (var (_, cancelled) in component.CancelledDoAfters)
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{
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component.Gui.CancelDoAfter(cancelled.ID);
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}
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}
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public void Disable(DoAfterComponent component)
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{
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component.Gui?.Dispose();
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component.Gui = null;
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}
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/// <summary>
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/// Remove a DoAfter without showing a cancellation graphic.
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/// </summary>
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@@ -150,22 +98,10 @@ namespace Content.Client.DoAfter
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var found = false;
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for (var i = component.CancelledDoAfters.Count - 1; i >= 0; i--)
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{
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var cancelled = component.CancelledDoAfters[i];
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if (cancelled.Message == clientDoAfter)
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{
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component.CancelledDoAfters.RemoveAt(i);
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found = true;
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break;
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}
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}
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component.CancelledDoAfters.Remove(clientDoAfter.ID);
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if (!found)
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component.DoAfters.Remove(clientDoAfter.ID);
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component.Gui?.RemoveDoAfter(clientDoAfter.ID);
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}
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/// <summary>
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@@ -174,98 +110,70 @@ namespace Content.Client.DoAfter
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/// Actual removal is handled by DoAfterEntitySystem.
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public void Cancel(DoAfterComponent component, byte id)
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{
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foreach (var (_, cancelled) in component.CancelledDoAfters)
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{
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if (cancelled.ID == id)
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return;
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}
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if (component.CancelledDoAfters.ContainsKey(id))
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return;
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if (!component.DoAfters.ContainsKey(id))
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return;
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var doAfterMessage = component.DoAfters[id];
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component.CancelledDoAfters.Add((_gameTiming.CurTime, doAfterMessage));
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component.Gui?.CancelDoAfter(id);
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doAfterMessage.Cancelled = true;
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component.CancelledDoAfters.Add(id, doAfterMessage);
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}
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// TODO move this to an overlay
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// TODO separate DoAfter & ActiveDoAfter components for the entity query.
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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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var currentTime = _gameTiming.CurTime;
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var attached = _player.LocalPlayer?.ControlledEntity;
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// Can't see any I guess?
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if (attached == null || Deleted(attached))
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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// ReSharper disable once ConvertToLocalFunction
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var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
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=> uid == data.compOwner || uid == data.attachedEntity;
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var playerEntity = _player.LocalPlayer?.ControlledEntity;
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var occluded = _examineSystem.IsOccluded(attached.Value);
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var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
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var xforms = GetEntityQuery<TransformComponent>();
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var entXform = xforms.GetComponent(attached.Value);
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var playerPos = _xformSystem.GetWorldPosition(entXform, xforms);
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foreach (var (comp, xform) in EntityManager.EntityQuery<DoAfterComponent, TransformComponent>(true))
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foreach (var (comp, xform) in EntityQuery<DoAfterComponent, TransformComponent>())
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{
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var doAfters = comp.DoAfters;
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if (doAfters.Count == 0 || xform.MapID != entXform.MapID)
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if (doAfters.Count == 0)
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{
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Disable(comp);
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continue;
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}
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var compPos = _xformSystem.GetWorldPosition(xform, xforms);
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if (!viewbox.Contains(compPos))
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{
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Disable(comp);
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continue;
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}
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var range = (compPos - playerPos).Length + 0.01f;
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if (occluded &&
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comp.Owner != attached &&
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// Static ExamineSystemShared.InRangeUnOccluded has to die.
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!ExamineSystemShared.InRangeUnOccluded(
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new(playerPos, entXform.MapID),
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new(compPos, entXform.MapID), range,
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(comp.Owner, attached), predicate,
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entMan: EntityManager))
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{
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Disable(comp);
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continue;
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}
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Enable(comp);
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var userGrid = xform.Coordinates;
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var toRemove = new RemQueue<ClientDoAfter>();
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// Check cancellations / finishes
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foreach (var (id, doAfter) in doAfters)
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{
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var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
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// If we've passed the final time (after the excess to show completion graphic) then remove.
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if (elapsedTime > doAfter.Delay + ExcessTime)
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if ((doAfter.Accumulator + doAfter.CancelledAccumulator) > doAfter.Delay + ExcessTime)
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{
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toRemove.Add(doAfter);
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continue;
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}
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// Don't predict cancellation if it's already finished.
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if (elapsedTime > doAfter.Delay)
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if (doAfter.Cancelled)
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{
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doAfter.CancelledAccumulator += frameTime;
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continue;
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}
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doAfter.Accumulator += frameTime;
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// Well we finished so don't try to predict cancels.
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if (doAfter.Accumulator > doAfter.Delay)
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{
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continue;
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}
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// Predictions
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if (comp.Owner != playerEntity)
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continue;
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// TODO: Add these back in when I work out some system for changing the accumulation rate
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// based on ping. Right now these would show as cancelled near completion if we moved at the end
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// despite succeeding.
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continue;
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if (doAfter.BreakOnUserMove)
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{
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if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.MovementThreshold))
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@@ -292,16 +200,21 @@ namespace Content.Client.DoAfter
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Remove(comp, doAfter);
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}
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var count = comp.CancelledDoAfters.Count;
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// Remove cancelled DoAfters after ExcessTime has elapsed
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for (var i = count - 1; i >= 0; i--)
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var toRemoveCancelled = new List<ClientDoAfter>();
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foreach (var (_, doAfter) in comp.CancelledDoAfters)
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{
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var cancelled = comp.CancelledDoAfters[i];
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if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
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if (doAfter.CancelledAccumulator > ExcessTime)
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{
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Remove(comp, cancelled.Message);
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toRemoveCancelled.Add(doAfter);
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}
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}
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foreach (var doAfter in toRemoveCancelled)
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{
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Remove(comp, doAfter);
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}
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}
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}
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}
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