Files
wwdpublic/Content.Shared/DoAfter/SharedDoAfterSystem.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

400 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tag = default!;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
}
private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
{
foreach (var doAfter in component.DoAfters.Values)
{
doAfter.StartTime += args.PausedTime;
if (doAfter.CancelledTime != null)
doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
}
Dirty(uid, component);
}
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
{
if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
return;
foreach (var doAfter in component.DoAfters.Values)
{
InternalCancel(doAfter, component);
}
Dirty(uid, component);
}
/// <summary>
/// Cancels DoAfter if it breaks on damage and it meets the threshold
/// </summary>
private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
{
// If we're applying state then let the server state handle the do_after prediction.
// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState
|| args.DamageDelta.DamageDict.ContainsKey("Radiation")) //Sanity check so people can crowbar doors open to flee from Lord Singuloth
return;
var delta = args.DamageDelta.GetTotal();
var dirty = false;
foreach (var doAfter in component.DoAfters.Values)
{
if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
{
InternalCancel(doAfter, component);
dirty = true;
}
}
if (dirty)
Dirty(uid, component);
}
private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
{
var ev = doAfter.Args.Event;
ev.Handled = false;
ev.Repeat = false;
ev.DoAfter = doAfter;
if (Exists(doAfter.Args.EventTarget))
RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
else if (doAfter.Args.Broadcast)
RaiseLocalEvent((object)ev);
if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
{
args.State = new DoAfterComponentState(EntityManager, comp);
}
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
{
if (args.Current is not DoAfterComponentState state)
return;
// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
// the contents of the do-after data are correct. So this just takes the brute force approach and completely
// overwrites the state.
comp.DoAfters.Clear();
foreach (var (id, doAfter) in state.DoAfters)
{
var newDoAfter = new DoAfter(EntityManager, doAfter);
comp.DoAfters.Add(id, newDoAfter);
// Networking yay (if you have an easier way dear god please).
newDoAfter.UserPosition = EnsureCoordinates<DoAfterComponent>(newDoAfter.NetUserPosition, uid);
newDoAfter.InitialItem = EnsureEntity<DoAfterComponent>(newDoAfter.NetInitialItem, uid);
var doAfterArgs = newDoAfter.Args;
doAfterArgs.Target = EnsureEntity<DoAfterComponent>(doAfterArgs.NetTarget, uid);
doAfterArgs.Used = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUsed, uid);
doAfterArgs.User = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUser, uid);
doAfterArgs.EventTarget = EnsureEntity<DoAfterComponent>(doAfterArgs.NetEventTarget, uid);
}
comp.NextId = state.NextId;
DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
if (comp.DoAfters.Count == 0)
RemCompDeferred<ActiveDoAfterComponent>(uid);
else
EnsureComp<ActiveDoAfterComponent>(uid);
}
#region Creation
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
[Obsolete("Use the synchronous version instead.")]
public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
{
if (!Resolve(doAfter.User, ref component))
return DoAfterStatus.Cancelled;
if (!TryStartDoAfter(doAfter, out var id, component))
return DoAfterStatus.Cancelled;
if (doAfter.Delay <= TimeSpan.Zero)
{
Log.Warning("Awaited instant DoAfters are not supported fully supported");
return DoAfterStatus.Finished;
}
var tcs = new TaskCompletionSource<DoAfterStatus>();
component.AwaitedDoAfters.Add(id.Value.Index, tcs);
return await tcs.Task;
}
/// <summary>
/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="args">The DoAfter arguments</param>
/// <param name="component">The user's DoAfter component</param>
/// <returns></returns>
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
=> TryStartDoAfter(args, out _, component);
/// <summary>
/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="args">The DoAfter arguments</param>
/// <param name="id">The Id of the newly started DoAfter</param>
/// <param name="comp">The user's DoAfter component</param>
/// <returns></returns>
public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
{
DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
$"Do after event is not serializable. Event: {args.Event.GetType()}");
if (!Resolve(args.User, ref comp))
{
Log.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
id = null;
return false;
}
// Duplicate blocking & cancellation.
if (!ProcessDuplicates(args, comp))
{
id = null;
return false;
}
id = new DoAfterId(args.User, comp.NextId++);
var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
// Networking yay
args.NetTarget = GetNetEntity(args.Target);
args.NetUsed = GetNetEntity(args.Used);
args.NetUser = GetNetEntity(args.User);
args.NetEventTarget = GetNetEntity(args.EventTarget);
if (args.BreakOnUserMove || args.BreakOnTargetMove)
doAfter.UserPosition = Transform(args.User).Coordinates;
if (args.Target != null && args.BreakOnTargetMove)
{
// Target should never be null if the bool is set.
var targetPosition = Transform(args.Target.Value).Coordinates;
doAfter.UserPosition.TryDistance(EntityManager, targetPosition, out doAfter.TargetDistance);
}
doAfter.NetUserPosition = GetNetCoordinates(doAfter.UserPosition);
// 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 (args.NeedHand && args.BreakOnHandChange)
{
if (!TryComp(args.User, out HandsComponent? handsComponent))
return false;
doAfter.InitialHand = handsComponent.ActiveHand?.Name;
doAfter.InitialItem = handsComponent.ActiveHandEntity;
}
doAfter.NetInitialItem = GetNetEntity(doAfter.InitialItem);
// Initial checks
if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<HandsComponent>()))
return false;
if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
return false;
// TODO DO AFTER
// Why does this tag exist? Just make this a bool on the component?
if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, "InstantDoAfters"))
{
RaiseDoAfterEvents(doAfter, comp);
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
return true;
}
comp.DoAfters.Add(doAfter.Index, doAfter);
EnsureComp<ActiveDoAfterComponent>(args.User);
Dirty(args.User, comp);
args.Event.DoAfter = doAfter;
return true;
}
/// <summary>
/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
/// </summary>
private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
{
var blocked = false;
foreach (var existing in component.DoAfters.Values)
{
if (existing.Cancelled || existing.Completed)
continue;
if (!IsDuplicate(existing.Args, args))
continue;
blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
if (args.CancelDuplicate || existing.Args.CancelDuplicate)
Cancel(args.User, existing.Index, component);
}
return !blocked;
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
{
if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
return true;
if (args.DuplicateCondition == otherArgs.DuplicateCondition)
return false;
return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
{
if ((conditions & DuplicateConditions.SameTarget) != 0
&& args.Target != otherArgs.Target)
{
return false;
}
if ((conditions & DuplicateConditions.SameTool) != 0
&& 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
}