* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
142 lines
5.0 KiB
C#
142 lines
5.0 KiB
C#
using System;
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using System.Collections.Generic;
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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 JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.DoAfter
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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 List<DoAfter> _cancelled = new();
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private readonly List<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>(HandleDamage);
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}
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public void HandleDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
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{
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if (component.DoAfters.Count == 0 || !args.DamageIncreased)
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{
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return;
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}
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foreach (var doAfter in component.DoAfters)
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{
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if (doAfter.EventArgs.BreakOnDamage)
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{
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doAfter.TookDamage = true;
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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 ComponentManager.EntityQuery<DoAfterComponent>(true))
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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);
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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.Add(doAfter);
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break;
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case DoAfterStatus.Finished:
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_finished.Add(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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foreach (var doAfter in _cancelled)
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{
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comp.Cancelled(doAfter);
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if(!doAfter.EventArgs.User.Deleted && doAfter.EventArgs.UserCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User.Uid, doAfter.EventArgs.UserCancelledEvent, false);
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if(doAfter.EventArgs.Target is { Deleted: false } && doAfter.EventArgs.TargetCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.Target.Uid, doAfter.EventArgs.TargetCancelledEvent, false);
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if(doAfter.EventArgs.BroadcastCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
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}
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foreach (var doAfter in _finished)
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{
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comp.Finished(doAfter);
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if(!doAfter.EventArgs.User.Deleted && doAfter.EventArgs.UserFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User.Uid, doAfter.EventArgs.UserFinishedEvent, false);
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if(doAfter.EventArgs.Target is { Deleted: false } && doAfter.EventArgs.TargetFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.Target.Uid, doAfter.EventArgs.TargetFinishedEvent, false);
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if(doAfter.EventArgs.BroadcastFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
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}
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// Clean the shared lists at the end, ensuring they'll be clean for the next time we need them.
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_cancelled.Clear();
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_finished.Clear();
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}
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}
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/// <summary>
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/// Tasks that are delayed until the specified time has passed
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
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{
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var doAfter = CreateDoAfter(eventArgs);
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await doAfter.AsTask;
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return doAfter.Status;
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}
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/// <summary>
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/// Creates a DoAfter without waiting for it to finish. You can use events with this.
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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public void DoAfter(DoAfterEventArgs eventArgs)
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{
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CreateDoAfter(eventArgs);
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}
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private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
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{
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// Setup
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var doAfter = new DoAfter(eventArgs);
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// Caller's gonna be responsible for this I guess
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var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
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doAfterComponent.Add(doAfter);
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return doAfter;
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}
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}
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public enum DoAfterStatus
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{
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Running,
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Cancelled,
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Finished,
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}
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}
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