Files
crystall-punk-14/Content.Server/DoAfter/DoAfter.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

188 lines
5.7 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.Hands.Components;
using Content.Shared.Item;
using Content.Shared.Stunnable;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.DoAfter
{
public sealed class DoAfter
{
public Task<DoAfterStatus> AsTask { get; }
private TaskCompletionSource<DoAfterStatus> Tcs { get; }
public readonly DoAfterEventArgs EventArgs;
public TimeSpan StartTime { get; }
public float Elapsed { get; set; }
public EntityCoordinates UserGrid { get; }
public EntityCoordinates TargetGrid { get; }
public bool TookDamage { get; set; }
public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
// NeedHand
private readonly string? _activeHand;
private readonly SharedItemComponent? _activeItem;
public DoAfter(DoAfterEventArgs eventArgs, IEntityManager entityManager)
{
EventArgs = eventArgs;
StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (eventArgs.BreakOnUserMove)
{
UserGrid = entityManager.GetComponent<TransformComponent>(eventArgs.User).Coordinates;
}
if (eventArgs.BreakOnTargetMove)
{
// Target should never be null if the bool is set.
TargetGrid = entityManager.GetComponent<TransformComponent>(eventArgs.Target!.Value).Coordinates;
}
// For this we need to stay on the same hand slot and need the same item in that hand slot
// (or if there is no item there we need to keep it free).
if (eventArgs.NeedHand && entityManager.TryGetComponent(eventArgs.User, out HandsComponent? handsComponent))
{
_activeHand = handsComponent.ActiveHand;
_activeItem = handsComponent.GetActiveHand;
}
Tcs = new TaskCompletionSource<DoAfterStatus>();
AsTask = Tcs.Task;
}
public void Run(float frameTime, IEntityManager entityManager)
{
switch (Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
case DoAfterStatus.Finished:
return;
default:
throw new ArgumentOutOfRangeException();
}
Elapsed += frameTime;
if (IsFinished())
{
// Do the final checks here
if (!TryPostCheck())
{
Tcs.SetResult(DoAfterStatus.Cancelled);
}
else
{
Tcs.SetResult(DoAfterStatus.Finished);
}
return;
}
if (IsCancelled(entityManager))
{
Tcs.SetResult(DoAfterStatus.Cancelled);
}
}
private bool IsCancelled(IEntityManager entityManager)
{
if (!entityManager.EntityExists(EventArgs.User) || EventArgs.Target is {} target && !entityManager.EntityExists(target))
{
return true;
}
//https://github.com/tgstation/tgstation/blob/1aa293ea337283a0191140a878eeba319221e5df/code/__HELPERS/mobs.dm
if (EventArgs.CancelToken.IsCancellationRequested)
{
return true;
}
// TODO :Handle inertia in space.
if (EventArgs.BreakOnUserMove && !entityManager.GetComponent<TransformComponent>(EventArgs.User).Coordinates.InRange(
entityManager, UserGrid, EventArgs.MovementThreshold))
{
return true;
}
if (EventArgs.BreakOnTargetMove && !entityManager.GetComponent<TransformComponent>(EventArgs.Target!.Value).Coordinates.InRange(
entityManager, TargetGrid, EventArgs.MovementThreshold))
{
return true;
}
if (EventArgs.BreakOnDamage && TookDamage)
{
return true;
}
if (EventArgs.ExtraCheck != null && !EventArgs.ExtraCheck.Invoke())
{
return true;
}
if (EventArgs.BreakOnStun &&
entityManager.HasComponent<StunnedComponent>(EventArgs.User))
{
return true;
}
if (EventArgs.NeedHand)
{
if (!entityManager.TryGetComponent(EventArgs.User, out HandsComponent? handsComponent))
{
// If we had a hand but no longer have it that's still a paddlin'
if (_activeHand != null)
{
return true;
}
}
else
{
var currentActiveHand = handsComponent.ActiveHand;
if (_activeHand != currentActiveHand)
{
return true;
}
var currentItem = handsComponent.GetActiveHand;
if (_activeItem != currentItem)
{
return true;
}
}
}
return false;
}
private bool TryPostCheck()
{
return EventArgs.PostCheck?.Invoke() != false;
}
private bool IsFinished()
{
if (Elapsed <= EventArgs.Delay)
{
return false;
}
return true;
}
}
}