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- using System.Diagnostics.CodeAnalysis;
- using Content.Shared.DoAfter;
- using Content.Shared.Hands.Components;
- using Robust.Client.Graphics;
- using Robust.Client.Player;
- using Robust.Shared.Prototypes;
- namespace Content.Client.DoAfter;
- /// <summary>
- /// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
- /// such as moving.
- /// </summary>
- public sealed class DoAfterSystem : SharedDoAfterSystem
- {
- [Dependency] private readonly IOverlayManager _overlay = default!;
- [Dependency] private readonly IPlayerManager _player = default!;
- [Dependency] private readonly IPrototypeManager _prototype = default!;
- [Dependency] private readonly MetaDataSystem _metadata = default!;
- public override void Initialize()
- {
- base.Initialize();
- _overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming, _player));
- }
- public override void Shutdown()
- {
- base.Shutdown();
- _overlay.RemoveOverlay<DoAfterOverlay>();
- }
- #pragma warning disable RA0028 // No base call in overriden function
- public override void Update(float frameTime)
- #pragma warning restore RA0028 // No base call in overriden function
- {
- // Currently this only predicts do afters initiated by the player.
- // TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically
- // ones that depend on the target not moving, because the cancellation of those do afters should be readily
- // predictable by clients.
- var playerEntity = _player.LocalEntity;
- if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
- return;
- if (_metadata.EntityPaused(playerEntity.Value))
- return;
- var time = GameTiming.CurTime;
- var comp = Comp<DoAfterComponent>(playerEntity.Value);
- var xformQuery = GetEntityQuery<TransformComponent>();
- var handsQuery = GetEntityQuery<HandsComponent>();
- Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
- }
- /// <summary>
- /// Try to find an active do-after being executed by the local player.
- /// </summary>
- /// <param name="entity">The entity the do after must be targeting (<see cref="DoAfterArgs.Target"/>)</param>
- /// <param name="doAfter">The found do-after.</param>
- /// <param name="event">The event to be raised on the found do-after when it completes.</param>
- /// <param name="progress">The progress of the found do-after, from 0 to 1.</param>
- /// <typeparam name="T">The type of event that must be raised by the found do-after.</typeparam>
- /// <returns>True if a do-after was found.</returns>
- public bool TryFindActiveDoAfter<T>(
- EntityUid entity,
- [NotNullWhen(true)] out Shared.DoAfter.DoAfter? doAfter,
- [NotNullWhen(true)] out T? @event,
- out float progress)
- where T : DoAfterEvent
- {
- var playerEntity = _player.LocalEntity;
- doAfter = null;
- @event = null;
- progress = default;
- if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
- return false;
- if (_metadata.EntityPaused(playerEntity.Value))
- return false;
- var comp = Comp<DoAfterComponent>(playerEntity.Value);
- var time = GameTiming.CurTime;
- foreach (var candidate in comp.DoAfters.Values)
- {
- if (candidate.Cancelled)
- continue;
- if (candidate.Args.Target != entity)
- continue;
- if (candidate.Args.Event is not T candidateEvent)
- continue;
- @event = candidateEvent;
- doAfter = candidate;
- var elapsed = time - doAfter.StartTime;
- progress = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
- return true;
- }
- return false;
- }
- }
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