* Add post-checks for do_after So you can do InRangeUnobstructed or whatever at the end. Individual components should do their own check upfront to avoid the state ever being sent. I added a pre-made function for people to do InRangeUnobstructed. * Woops imports Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
#nullable enable
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using System;
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using System.Threading;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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// ReSharper disable UnassignedReadonlyField
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namespace Content.Server.GameObjects.EntitySystems.DoAfter
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{
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public sealed class DoAfterEventArgs
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{
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// Premade checks
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public Func<bool> GetInRangeUnobstructed(int collisionMask = (int) CollisionGroup.MobMask)
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{
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if (Target == null)
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{
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throw new InvalidOperationException("Can't supply a null target to DoAfterEventArgs.GetInRangeUnobstructed");
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}
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var interactionSystem = EntitySystem.Get<SharedInteractionSystem>();
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Func<IEntity, bool> ignored = entity => entity == User || entity == Target;
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return () => interactionSystem.InRangeUnobstructed(User.Transform.MapPosition, Target.Transform.MapPosition, collisionMask: collisionMask, predicate: ignored);
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}
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/// <summary>
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/// The entity invoking do_after
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// How long does the do_after require to complete
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/// </summary>
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public float Delay { get; }
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/// <summary>
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/// Applicable target (if relevant)
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/// </summary>
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public IEntity? Target { get; }
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/// <summary>
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/// Manually cancel the do_after so it no longer runs
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/// </summary>
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public CancellationToken CancelToken { get; }
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// Break the chains
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/// <summary>
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/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
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/// This also covers requiring the hand to be free (if applicable).
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/// </summary>
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public bool NeedHand { get; set; }
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/// <summary>
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/// If do_after stops when the user moves
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/// </summary>
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public bool BreakOnUserMove { get; set; }
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/// <summary>
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/// If do_after stops when the target moves (if there is a target)
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/// </summary>
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public bool BreakOnTargetMove { get; set; }
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public bool BreakOnDamage { get; set; }
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public bool BreakOnStun { get; set; }
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/// <summary>
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/// Requires a function call once at the end (like InRangeUnobstructed).
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/// </summary>
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/// <remarks>
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/// Anything that needs a pre-check should do it itself so no DoAfterState is ever sent to the client.
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/// </remarks>
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public Func<bool>? PostCheck { get; set; } = null;
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/// <summary>
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/// Additional conditions that need to be met. Return false to cancel.
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/// </summary>
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public Func<bool>? ExtraCheck { get; set; }
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public DoAfterEventArgs(
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IEntity user,
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float delay,
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CancellationToken cancelToken = default,
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IEntity? target = null)
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{
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User = user;
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Delay = delay;
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CancelToken = cancelToken;
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Target = target;
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if (Target == null)
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{
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BreakOnTargetMove = false;
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}
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}
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}
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}
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