Files
wwdpublic/Content.Shared/DoAfter/SharedDoAfterSystem.Update.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

224 lines
7.4 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] private readonly IDynamicTypeFactory _factory = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
private DoAfter[] _doAfters = Array.Empty<DoAfter>();
public override void Update(float frameTime)
{
base.Update(frameTime);
var time = GameTiming.CurTime;
var xformQuery = GetEntityQuery<TransformComponent>();
var handsQuery = GetEntityQuery<HandsComponent>();
var enumerator = EntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent>();
while (enumerator.MoveNext(out var uid, out var active, out var comp))
{
Update(uid, active, comp, time, xformQuery, handsQuery);
}
}
protected void Update(
EntityUid uid,
ActiveDoAfterComponent active,
DoAfterComponent comp,
TimeSpan time,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<HandsComponent> handsQuery)
{
var dirty = false;
var values = comp.DoAfters.Values;
var count = values.Count;
if (_doAfters.Length < count)
_doAfters = new DoAfter[count];
values.CopyTo(_doAfters, 0);
for (var i = 0; i < count; i++)
{
var doAfter = _doAfters[i];
if (doAfter.CancelledTime != null)
{
if (time - doAfter.CancelledTime.Value > ExcessTime)
{
comp.DoAfters.Remove(doAfter.Index);
dirty = true;
}
continue;
}
if (doAfter.Completed)
{
if (time - doAfter.StartTime > doAfter.Args.Delay + ExcessTime)
{
comp.DoAfters.Remove(doAfter.Index);
dirty = true;
}
continue;
}
if (ShouldCancel(doAfter, xformQuery, handsQuery))
{
InternalCancel(doAfter, comp);
dirty = true;
continue;
}
if (time - doAfter.StartTime >= doAfter.Args.Delay)
{
TryComplete(doAfter, comp);
dirty = true;
}
}
if (dirty)
Dirty(uid, comp);
if (comp.DoAfters.Count == 0)
RemCompDeferred(uid, active);
}
private bool TryAttemptEvent(DoAfter doAfter)
{
var args = doAfter.Args;
if (args.ExtraCheck?.Invoke() == false)
return false;
if (doAfter.AttemptEvent == null)
{
// I feel like this is somewhat cursed, but its the only way I can think of without having to just send
// redundant data over the network and increasing DoAfter boilerplate.
var evType = typeof(DoAfterAttemptEvent<>).MakeGenericType(args.Event.GetType());
doAfter.AttemptEvent = _factory.CreateInstance(evType, new object[] { doAfter, args.Event });
}
args.Event.DoAfter = doAfter;
if (args.EventTarget != null)
RaiseLocalEvent(args.EventTarget.Value, doAfter.AttemptEvent, args.Broadcast);
else
RaiseLocalEvent(doAfter.AttemptEvent);
var ev = (CancellableEntityEventArgs) doAfter.AttemptEvent;
if (!ev.Cancelled)
return true;
ev.Uncancel();
return false;
}
private void TryComplete(DoAfter doAfter, DoAfterComponent component)
{
if (doAfter.Cancelled || doAfter.Completed)
return;
// Perform final check (if required)
if (doAfter.Args.AttemptFrequency == AttemptFrequency.StartAndEnd
&& !TryAttemptEvent(doAfter))
{
InternalCancel(doAfter, component);
return;
}
doAfter.Completed = true;
RaiseDoAfterEvents(doAfter, component);
if (doAfter.Args.Event.Repeat)
{
doAfter.StartTime = GameTiming.CurTime;
doAfter.Completed = false;
}
}
private bool ShouldCancel(DoAfter doAfter,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<HandsComponent> handsQuery)
{
var args = doAfter.Args;
//re-using xformQuery for Exists() checks.
if (args.Used is { } used && !xformQuery.HasComponent(used))
return true;
if (args.EventTarget is {Valid: true} eventTarget && !xformQuery.HasComponent(eventTarget))
return true;
if (!xformQuery.TryGetComponent(args.User, out var userXform))
return true;
TransformComponent? targetXform = null;
if (args.Target is { } target && !xformQuery.TryGetComponent(target, out targetXform))
return true;
TransformComponent? usedXform = null;
if (args.Used is { } @using && !xformQuery.TryGetComponent(@using, out usedXform))
return true;
// TODO: Re-use existing xform query for these calculations.
// when there is no gravity you will be drifting 99% of the time making many doafters impossible
// so this just ignores your movement if you are weightless (unless the doafter sets BreakOnWeightlessMove then moving will still break it)
if (args.BreakOnUserMove
&& !userXform.Coordinates.InRange(EntityManager, _transform, doAfter.UserPosition, args.MovementThreshold)
&& (args.BreakOnWeightlessMove || !_gravity.IsWeightless(args.User, xform: userXform)))
return true;
if (args.BreakOnTargetMove)
{
DebugTools.Assert(targetXform != null, "Break on move is true, but no target specified?");
if (targetXform != null && targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
{
// once the target moves too far from you the do after breaks
if (Math.Abs(distance - doAfter.TargetDistance) > args.MovementThreshold)
return true;
}
}
if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
return true;
if (args.NeedHand)
{
if (!handsQuery.TryGetComponent(args.User, out var hands) || hands.Count == 0)
return true;
if (args.BreakOnHandChange && (hands.ActiveHand?.Name != doAfter.InitialHand
|| hands.ActiveHandEntity != doAfter.InitialItem))
{
return true;
}
}
if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))
return true;
if (args.DistanceThreshold != null)
{
if (targetXform != null
&& !args.User.Equals(args.Target)
&& !userXform.Coordinates.InRange(EntityManager, _transform, targetXform.Coordinates,
args.DistanceThreshold.Value))
{
return true;
}
if (usedXform != null
&& !userXform.Coordinates.InRange(EntityManager, _transform, usedXform.Coordinates,
args.DistanceThreshold.Value))
{
return true;
}
}
return false;
}
}