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