mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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> --------- 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> --------- 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 --------- 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 --------- 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. --------- 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 --------- 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 --------- 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...
410 lines
15 KiB
C#
410 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Shared._Goobstation.DoAfter; // Goobstation
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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.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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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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private static readonly ProtoId<TagPrototype> InstantDoAftersTag = "InstantDoAfters";
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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, 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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/// <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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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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// <Goobstation>
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if (component.RaiseEndedEvent
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&& Exists(doAfter.Args.User))
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{
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var ended = new DoAfterEndedEvent(doAfter.Args.Target, doAfter.Cancelled);
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RaiseLocalEvent(doAfter.Args.User, ref ended);
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}
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// </Goobstation>
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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.BreakOnMove)
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doAfter.UserPosition = Transform(args.User).Coordinates;
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if (args.Target != null && args.BreakOnMove)
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{
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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 || args.BreakOnDropItem))
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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.ActiveHandId;
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doAfter.InitialItem = _hands.GetActiveItem((args.User, handsComponent));
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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, InstantDoAftersTag))
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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)
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{
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return false;
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}
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if ((conditions & DuplicateConditions.SameEvent) != 0
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&& !args.Event.IsDuplicate(otherArgs.Event))
|
|
{
|
|
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;
|
|
}
|
|
|
|
public bool IsRunning(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id == null)
|
|
return false;
|
|
|
|
return GetStatus(id.Value.Uid, id.Value.Index, comp) == DoAfterStatus.Running;
|
|
}
|
|
|
|
public bool IsRunning(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
return GetStatus(entity, id, comp) == DoAfterStatus.Running;
|
|
}
|
|
#endregion
|
|
}
|