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# 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! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # 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
400 lines
15 KiB
C#
400 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.DoAfter;
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public abstract partial class SharedDoAfterSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
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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>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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}
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private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
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{
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foreach (var doAfter in component.DoAfters.Values)
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{
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doAfter.StartTime += args.PausedTime;
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if (doAfter.CancelledTime != null)
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doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
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}
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Dirty(uid, component);
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}
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private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
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return;
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foreach (var doAfter in component.DoAfters.Values)
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{
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InternalCancel(doAfter, component);
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}
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Dirty(uid, component);
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
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{
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// If we're applying state then let the server state handle the do_after prediction.
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// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState
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|| args.DamageDelta.DamageDict.ContainsKey("Radiation")) //Sanity check so people can crowbar doors open to flee from Lord Singuloth
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return;
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var delta = args.DamageDelta.GetTotal();
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var dirty = false;
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foreach (var doAfter in component.DoAfters.Values)
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{
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if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
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{
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InternalCancel(doAfter, component);
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dirty = true;
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}
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}
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if (dirty)
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Dirty(uid, component);
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}
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private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
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{
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var ev = doAfter.Args.Event;
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ev.Handled = false;
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ev.Repeat = false;
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ev.DoAfter = doAfter;
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if (Exists(doAfter.Args.EventTarget))
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RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
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else if (doAfter.Args.Broadcast)
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RaiseLocalEvent((object)ev);
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if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
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tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
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{
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args.State = new DoAfterComponentState(EntityManager, comp);
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
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{
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if (args.Current is not DoAfterComponentState state)
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return;
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// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
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// the contents of the do-after data are correct. So this just takes the brute force approach and completely
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// overwrites the state.
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comp.DoAfters.Clear();
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foreach (var (id, doAfter) in state.DoAfters)
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{
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var newDoAfter = new DoAfter(EntityManager, doAfter);
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comp.DoAfters.Add(id, newDoAfter);
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// Networking yay (if you have an easier way dear god please).
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newDoAfter.UserPosition = EnsureCoordinates<DoAfterComponent>(newDoAfter.NetUserPosition, uid);
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newDoAfter.InitialItem = EnsureEntity<DoAfterComponent>(newDoAfter.NetInitialItem, uid);
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var doAfterArgs = newDoAfter.Args;
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doAfterArgs.Target = EnsureEntity<DoAfterComponent>(doAfterArgs.NetTarget, uid);
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doAfterArgs.Used = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUsed, uid);
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doAfterArgs.User = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUser, uid);
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doAfterArgs.EventTarget = EnsureEntity<DoAfterComponent>(doAfterArgs.NetEventTarget, uid);
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}
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comp.NextId = state.NextId;
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DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
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if (comp.DoAfters.Count == 0)
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RemCompDeferred<ActiveDoAfterComponent>(uid);
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else
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EnsureComp<ActiveDoAfterComponent>(uid);
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}
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#region Creation
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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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// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
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[Obsolete("Use the synchronous version instead.")]
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
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{
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if (!Resolve(doAfter.User, ref component))
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return DoAfterStatus.Cancelled;
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if (!TryStartDoAfter(doAfter, out var id, component))
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return DoAfterStatus.Cancelled;
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if (doAfter.Delay <= TimeSpan.Zero)
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{
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Log.Warning("Awaited instant DoAfters are not supported fully supported");
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return DoAfterStatus.Finished;
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}
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var tcs = new TaskCompletionSource<DoAfterStatus>();
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component.AwaitedDoAfters.Add(id.Value.Index, tcs);
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return await tcs.Task;
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}
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/// <summary>
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/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
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/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
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/// </summary>
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/// <param name="args">The DoAfter arguments</param>
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/// <param name="component">The user's DoAfter component</param>
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/// <returns></returns>
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public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
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=> TryStartDoAfter(args, out _, component);
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/// <summary>
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/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
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/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
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/// </summary>
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/// <param name="args">The DoAfter arguments</param>
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/// <param name="id">The Id of the newly started DoAfter</param>
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/// <param name="comp">The user's DoAfter component</param>
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/// <returns></returns>
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public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
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{
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DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
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DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
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|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
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$"Do after event is not serializable. Event: {args.Event.GetType()}");
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if (!Resolve(args.User, ref comp))
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{
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Log.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
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id = null;
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return false;
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}
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// Duplicate blocking & cancellation.
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if (!ProcessDuplicates(args, comp))
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{
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id = null;
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return false;
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}
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id = new DoAfterId(args.User, comp.NextId++);
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var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
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// Networking yay
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args.NetTarget = GetNetEntity(args.Target);
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args.NetUsed = GetNetEntity(args.Used);
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args.NetUser = GetNetEntity(args.User);
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args.NetEventTarget = GetNetEntity(args.EventTarget);
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if (args.BreakOnUserMove || args.BreakOnTargetMove)
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doAfter.UserPosition = Transform(args.User).Coordinates;
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if (args.Target != null && args.BreakOnTargetMove)
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{
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// Target should never be null if the bool is set.
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var targetPosition = Transform(args.Target.Value).Coordinates;
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doAfter.UserPosition.TryDistance(EntityManager, targetPosition, out doAfter.TargetDistance);
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}
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doAfter.NetUserPosition = GetNetCoordinates(doAfter.UserPosition);
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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 (args.NeedHand && args.BreakOnHandChange)
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{
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if (!TryComp(args.User, out HandsComponent? handsComponent))
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return false;
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doAfter.InitialHand = handsComponent.ActiveHand?.Name;
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doAfter.InitialItem = handsComponent.ActiveHandEntity;
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}
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doAfter.NetInitialItem = GetNetEntity(doAfter.InitialItem);
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// Initial checks
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if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<HandsComponent>()))
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return false;
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if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
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return false;
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// TODO DO AFTER
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// Why does this tag exist? Just make this a bool on the component?
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if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, "InstantDoAfters"))
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{
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RaiseDoAfterEvents(doAfter, comp);
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// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
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return true;
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}
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comp.DoAfters.Add(doAfter.Index, doAfter);
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EnsureComp<ActiveDoAfterComponent>(args.User);
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Dirty(args.User, comp);
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args.Event.DoAfter = doAfter;
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return true;
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}
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/// <summary>
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/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
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/// </summary>
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private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
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{
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var blocked = false;
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foreach (var existing in component.DoAfters.Values)
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{
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if (existing.Cancelled || existing.Completed)
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continue;
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if (!IsDuplicate(existing.Args, args))
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continue;
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blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
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if (args.CancelDuplicate || existing.Args.CancelDuplicate)
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Cancel(args.User, existing.Index, component);
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}
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return !blocked;
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}
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private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
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{
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if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
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return true;
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if (args.DuplicateCondition == otherArgs.DuplicateCondition)
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return false;
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return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
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}
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private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
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{
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if ((conditions & DuplicateConditions.SameTarget) != 0
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&& args.Target != otherArgs.Target)
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{
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return false;
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}
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if ((conditions & DuplicateConditions.SameTool) != 0
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&& args.Used != otherArgs.Used)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((conditions & DuplicateConditions.SameEvent) != 0
|
|
&& args.Event.GetType() != otherArgs.Event.GetType())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Cancellation
|
|
/// <summary>
|
|
/// Cancels an active DoAfter.
|
|
/// </summary>
|
|
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id != null)
|
|
Cancel(id.Value.Uid, id.Value.Index, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancels an active DoAfter.
|
|
/// </summary>
|
|
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
if (!Resolve(entity, ref comp, false))
|
|
return;
|
|
|
|
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
|
{
|
|
Log.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
|
|
return;
|
|
}
|
|
|
|
InternalCancel(doAfter, comp);
|
|
Dirty(entity, comp);
|
|
}
|
|
|
|
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
|
|
{
|
|
if (doAfter.Cancelled || doAfter.Completed)
|
|
return;
|
|
|
|
// Caller is responsible for dirtying the component.
|
|
doAfter.CancelledTime = GameTiming.CurTime;
|
|
RaiseDoAfterEvents(doAfter, component);
|
|
}
|
|
#endregion
|
|
|
|
#region Query
|
|
/// <summary>
|
|
/// Returns the current status of a DoAfter
|
|
/// </summary>
|
|
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id != null)
|
|
return GetStatus(id.Value.Uid, id.Value.Index, comp);
|
|
else
|
|
return DoAfterStatus.Invalid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the current status of a DoAfter
|
|
/// </summary>
|
|
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
if (!Resolve(entity, ref comp, false))
|
|
return DoAfterStatus.Invalid;
|
|
|
|
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
|
return DoAfterStatus.Invalid;
|
|
|
|
if (doAfter.Cancelled)
|
|
return DoAfterStatus.Cancelled;
|
|
|
|
if (!doAfter.Completed)
|
|
return DoAfterStatus.Running;
|
|
|
|
// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
|
|
// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
|
|
// networking whether a do-after has raised its events or not.
|
|
return DoAfterStatus.Finished;
|
|
}
|
|
#endregion
|
|
}
|