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SharedDoAfterSystem.Update.cs 8.2 KB

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  1. using Content.Shared.Gravity;
  2. using Content.Shared.Hands.Components;
  3. using Content.Shared.Hands.EntitySystems;
  4. using Content.Shared.Interaction;
  5. using Content.Shared.Physics;
  6. using Robust.Shared.Utility;
  7. namespace Content.Shared.DoAfter;
  8. public abstract partial class SharedDoAfterSystem : EntitySystem
  9. {
  10. [Dependency] private readonly IDynamicTypeFactory _factory = default!;
  11. [Dependency] private readonly SharedGravitySystem _gravity = default!;
  12. [Dependency] private readonly SharedInteractionSystem _interaction = default!;
  13. [Dependency] private readonly SharedHandsSystem _hands = default!;
  14. private DoAfter[] _doAfters = Array.Empty<DoAfter>();
  15. public override void Update(float frameTime)
  16. {
  17. base.Update(frameTime);
  18. var time = GameTiming.CurTime;
  19. var xformQuery = GetEntityQuery<TransformComponent>();
  20. var handsQuery = GetEntityQuery<HandsComponent>();
  21. var enumerator = EntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent>();
  22. while (enumerator.MoveNext(out var uid, out var active, out var comp))
  23. {
  24. Update(uid, active, comp, time, xformQuery, handsQuery);
  25. }
  26. }
  27. protected void Update(
  28. EntityUid uid,
  29. ActiveDoAfterComponent active,
  30. DoAfterComponent comp,
  31. TimeSpan time,
  32. EntityQuery<TransformComponent> xformQuery,
  33. EntityQuery<HandsComponent> handsQuery)
  34. {
  35. var dirty = false;
  36. var values = comp.DoAfters.Values;
  37. var count = values.Count;
  38. if (_doAfters.Length < count)
  39. _doAfters = new DoAfter[count];
  40. values.CopyTo(_doAfters, 0);
  41. for (var i = 0; i < count; i++)
  42. {
  43. var doAfter = _doAfters[i];
  44. if (doAfter.CancelledTime != null)
  45. {
  46. if (time - doAfter.CancelledTime.Value > ExcessTime)
  47. {
  48. comp.DoAfters.Remove(doAfter.Index);
  49. dirty = true;
  50. }
  51. continue;
  52. }
  53. if (doAfter.Completed)
  54. {
  55. if (time - doAfter.StartTime > doAfter.Args.Delay + ExcessTime)
  56. {
  57. comp.DoAfters.Remove(doAfter.Index);
  58. dirty = true;
  59. }
  60. continue;
  61. }
  62. if (ShouldCancel(doAfter, xformQuery, handsQuery))
  63. {
  64. InternalCancel(doAfter, comp);
  65. dirty = true;
  66. continue;
  67. }
  68. if (time - doAfter.StartTime >= doAfter.Args.Delay)
  69. {
  70. TryComplete(doAfter, comp);
  71. dirty = true;
  72. }
  73. }
  74. if (dirty)
  75. Dirty(uid, comp);
  76. if (comp.DoAfters.Count == 0)
  77. RemCompDeferred(uid, active);
  78. }
  79. private bool TryAttemptEvent(DoAfter doAfter)
  80. {
  81. var args = doAfter.Args;
  82. if (args.ExtraCheck?.Invoke() == false)
  83. return false;
  84. if (doAfter.AttemptEvent == null)
  85. {
  86. // I feel like this is somewhat cursed, but its the only way I can think of without having to just send
  87. // redundant data over the network and increasing DoAfter boilerplate.
  88. var evType = typeof(DoAfterAttemptEvent<>).MakeGenericType(args.Event.GetType());
  89. doAfter.AttemptEvent = _factory.CreateInstance(evType, new object[] { doAfter, args.Event });
  90. }
  91. args.Event.DoAfter = doAfter;
  92. if (args.EventTarget != null)
  93. RaiseLocalEvent(args.EventTarget.Value, doAfter.AttemptEvent, args.Broadcast);
  94. else
  95. RaiseLocalEvent(doAfter.AttemptEvent);
  96. var ev = (CancellableEntityEventArgs) doAfter.AttemptEvent;
  97. if (!ev.Cancelled)
  98. return true;
  99. ev.Uncancel();
  100. return false;
  101. }
  102. private void TryComplete(DoAfter doAfter, DoAfterComponent component)
  103. {
  104. if (doAfter.Cancelled || doAfter.Completed)
  105. return;
  106. // Perform final check (if required)
  107. if (doAfter.Args.AttemptFrequency == AttemptFrequency.StartAndEnd
  108. && !TryAttemptEvent(doAfter))
  109. {
  110. InternalCancel(doAfter, component);
  111. return;
  112. }
  113. doAfter.Completed = true;
  114. RaiseDoAfterEvents(doAfter, component);
  115. if (doAfter.Args.Event.Repeat)
  116. {
  117. doAfter.StartTime = GameTiming.CurTime;
  118. doAfter.Completed = false;
  119. }
  120. }
  121. private bool ShouldCancel(DoAfter doAfter,
  122. EntityQuery<TransformComponent> xformQuery,
  123. EntityQuery<HandsComponent> handsQuery)
  124. {
  125. var args = doAfter.Args;
  126. //re-using xformQuery for Exists() checks.
  127. if (args.Used is { } used && !xformQuery.HasComponent(used))
  128. return true;
  129. if (args.EventTarget is {Valid: true} eventTarget && !xformQuery.HasComponent(eventTarget))
  130. return true;
  131. if (!xformQuery.TryGetComponent(args.User, out var userXform))
  132. return true;
  133. TransformComponent? targetXform = null;
  134. if (args.Target is { } target && !xformQuery.TryGetComponent(target, out targetXform))
  135. return true;
  136. TransformComponent? usedXform = null;
  137. if (args.Used is { } @using && !xformQuery.TryGetComponent(@using, out usedXform))
  138. return true;
  139. // TODO: Re-use existing xform query for these calculations.
  140. if (args.BreakOnMove && !(!args.BreakOnWeightlessMove && _gravity.IsWeightless(args.User, xform: userXform)))
  141. {
  142. // Whether the user has moved too much from their original position.
  143. if (!_transform.InRange(userXform.Coordinates, doAfter.UserPosition, args.MovementThreshold))
  144. return true;
  145. // Whether the distance between the user and target(if any) has changed too much.
  146. if (targetXform != null &&
  147. targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
  148. {
  149. if (Math.Abs(distance - doAfter.TargetDistance) > args.MovementThreshold)
  150. return true;
  151. }
  152. }
  153. // Whether the user and the target are too far apart.
  154. if (args.Target != null)
  155. {
  156. if (args.DistanceThreshold != null)
  157. {
  158. if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value, args.DistanceThreshold.Value))
  159. return true;
  160. }
  161. else
  162. {
  163. if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value))
  164. return true;
  165. }
  166. }
  167. // Whether the distance between the tool and the user has grown too much.
  168. if (args.Used != null)
  169. {
  170. if (args.DistanceThreshold != null)
  171. {
  172. if (!_interaction.InRangeUnobstructed(args.User,
  173. args.Used.Value,
  174. args.DistanceThreshold.Value))
  175. return true;
  176. }
  177. else
  178. {
  179. if (!_interaction.InRangeUnobstructed(args.User,args.Used.Value))
  180. return true;
  181. }
  182. }
  183. if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
  184. return true;
  185. // Check if the do-after requires hands to perform at first
  186. // For example, you need hands to strip clothes off of someone
  187. // This does not mean their hand needs to be empty.
  188. if (args.NeedHand)
  189. {
  190. if (!handsQuery.TryGetComponent(args.User, out var hands) || hands.Count == 0)
  191. return true;
  192. // If an item was in the user's hand to begin with,
  193. // check if the user is no longer holding the item.
  194. if (args.BreakOnDropItem && doAfter.InitialItem != null && !_hands.IsHolding((args.User, hands), doAfter.InitialItem))
  195. return true;
  196. // If the user changes which hand is active at all, interrupt the do-after
  197. if (args.BreakOnHandChange && hands.ActiveHand?.Name != doAfter.InitialHand)
  198. return true;
  199. }
  200. if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))
  201. return true;
  202. return false;
  203. }
  204. }