CatStation/Content.Shared/DoAfter/SharedDoAfterSystem.Update.cs
AndrewFenriz ab9d7efc36
Vehicle system: Movement & Buckling (#43525)
* Part one of Vehicles

* Also we need this

* And we need this

* We REALLY need this

* Little fix

* fixes (i'm tired)

* Apply suggestions from code review

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>

* update

* fixed

* just for cleaner diff

* just in case

* I think this might be cleaner

* small fix

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
2026-05-21 23:37:18 +00:00

273 lines
9.5 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Robust.Shared.Exceptions;
using Robust.Shared.Network;
namespace Content.Shared.DoAfter;
public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] private IDynamicTypeFactory _factory = default!;
#if EXCEPTION_TOLERANCE
[Dependency] private INetManager _netManager = default!;
[Dependency] private IRuntimeLog _runtimeLog = default!;
#endif
[Dependency] private SharedGravitySystem _gravity = default!;
[Dependency] private SharedInteractionSystem _interaction = default!;
[Dependency] private SharedHandsSystem _hands = default!;
[Dependency] private EntityQuery<HandsComponent> _handsQuery = default!;
private DoAfter[] _doAfters = Array.Empty<DoAfter>();
public override void Update(float frameTime)
{
base.Update(frameTime);
var time = GameTiming.CurTime;
var enumerator = EntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent>();
while (enumerator.MoveNext(out var uid, out var active, out var comp))
{
try
{
Update(uid, active, comp, time);
}
// ReSharper disable once RedundantCatchClause
#if EXCEPTION_TOLERANCE
catch (Exception e)
#else
catch (Exception)
#endif
{
#if EXCEPTION_TOLERANCE
// Doafter in question failed to complete..
// Doafters are kind of a critical game mechanic, so we specially handle failure.
_runtimeLog.LogException(e, $"{nameof(SharedDoAfterSystem)} on {ToPrettyString(uid)}");
if (_netManager.IsClient)
continue; // Move along, we can't cancel these ourselves and just need to not completely die.
// Cancel all the doafters for this entity to avoid repeats.
// We don't try to remove them ourselves to keep the logic reasonable.
foreach (var (key, doAfter) in comp.DoAfters)
{
try
{
InternalCancel(doAfter, comp);
}
catch (Exception e2)
{
_runtimeLog.LogException(e2, $"{nameof(SharedDoAfterSystem)} failed to cleanup {doAfter} @ {key} while handling a failure.");
// REMARK: As written, InternalCancel will always do the necessary side effect of
// configuring the cancellation time. We need this side effect, so dear reader
// if you ever make it so InternalCancel can throw an exception before that
// happens, update this to set cancel time itself in a finally block.
//
// If the doafter is one using async, this CAN result in that task leaking forever.
// So we check that here, too.
if (comp.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
{
tcs.TrySetCanceled();
}
}
}
#else
throw; // No tolerance, just rethrow.
#endif
}
}
}
protected void Update(
EntityUid uid,
ActiveDoAfterComponent active,
DoAfterComponent comp,
TimeSpan time)
{
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))
{
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)
{
var args = doAfter.Args;
if (args.Used is { } used && !Exists(used))
return true;
if (args.EventTarget is { Valid: true } eventTarget && !Exists(eventTarget))
return true;
// TODO: Re-use existing xform query for these calculations.
if (args.BreakOnMove && !(!args.BreakOnWeightlessMove && _gravity.IsWeightless(args.User)))
{
var movementEntity = doAfter.MovementEntity;
var movementXform = Transform(movementEntity);
// Whether the effective movement entity has moved too much from its original position.
if (!_transform.InRange(movementXform.Coordinates, doAfter.UserPosition, args.MovementThreshold))
return true;
// Whether the distance between the effective movement entity and the target(if any) has changed too much.
if (args.Target is { } target && Transform(target).Coordinates.TryDistance(EntityManager, movementXform.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.InRangeAndAccessible(args.User, args.Target.Value, args.DistanceThreshold.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;
}
}
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;
}
}