Files
Delta-v/Content.Shared/DoAfter/SharedDoAfterSystem.Update.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

247 lines
8.2 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Physics;
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!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedHandsSystem _hands = 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.
if (args.BreakOnMove && !(!args.BreakOnWeightlessMove && _gravity.IsWeightless(args.User, xform: userXform)))
{
// Whether the user has moved too much from their original position.
if (!_transform.InRange(userXform.Coordinates, doAfter.UserPosition, args.MovementThreshold))
return true;
// Whether the distance between the user and target(if any) has changed too much.
if (targetXform != null &&
targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
{
if (Math.Abs(distance - doAfter.TargetDistance) > args.MovementThreshold)
return true;
}
}
// Whether the user and the target are too far apart.
if (args.Target != null)
{
if (args.DistanceThreshold != null)
{
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value, args.DistanceThreshold.Value))
return true;
}
else
{
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value))
return true;
}
}
// Whether the distance between the tool and the user has grown too much.
if (args.Used != null)
{
if (args.DistanceThreshold != null)
{
if (!_interaction.InRangeUnobstructed(args.User,
args.Used.Value,
args.DistanceThreshold.Value))
return true;
}
else
{
if (!_interaction.InRangeUnobstructed(args.User,args.Used.Value))
return true;
}
}
if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
return true;
// Check if the do-after requires hands to perform at first
// For example, you need hands to strip clothes off of someone
// This does not mean their hand needs to be empty.
if (args.NeedHand)
{
if (!handsQuery.TryGetComponent(args.User, out var hands) || hands.Count == 0)
return true;
// If an item was in the user's hand to begin with,
// check if the user is no longer holding the item.
if (args.BreakOnDropItem && doAfter.InitialItem != null && !_hands.IsHolding((args.User, hands), doAfter.InitialItem))
return true;
// If the user changes which hand is active at all, interrupt the do-after
if (args.BreakOnHandChange && hands.ActiveHandId != doAfter.InitialHand)
return true;
}
if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))
return true;
return false;
}
}