+using System.Diagnostics.CodeAnalysis;
using Content.Server.Access;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
if (tool.Qualities.Contains(door.PryingQuality))
{
- args.Handled = TryPryDoor(uid, args.Used, args.User, door);
+ args.Handled = TryPryDoor(uid, args.Used, args.User, door, out _);
}
}
{
Text = Loc.GetString("door-pry"),
Impact = LogImpact.Low,
- Act = () => TryPryDoor(uid, args.User, args.User, component, true),
+ Act = () => TryPryDoor(uid, args.User, args.User, component, out _, force: true),
});
}
/// <summary>
/// Pry open a door. This does not check if the user is holding the required tool.
/// </summary>
- public bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, bool force = false)
+ public bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, out DoAfterId? id, bool force = false)
{
+ id = null;
+
if (door.State == DoorState.Welded)
return false;
var modEv = new DoorGetPryTimeModifierEvent(user);
RaiseLocalEvent(target, modEv, false);
- _toolSystem.UseTool(tool, user, target, modEv.PryTimeModifier * door.PryTime, door.PryingQuality, new DoorPryDoAfterEvent());
+ _toolSystem.UseTool(tool, user, target, TimeSpan.FromSeconds(modEv.PryTimeModifier * door.PryTime), new[] {door.PryingQuality}, new DoorPryDoAfterEvent(), out id);
return true; // we might not actually succeeded, but a do-after has started
}
using System.Threading;
using Content.Server.NPC.Pathfinding;
+using Content.Shared.DoAfter;
using Content.Shared.NPC;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
[ViewVariables] public SteeringStatus Status = SteeringStatus.Moving;
[ViewVariables(VVAccess.ReadWrite)] public PathFlags Flags = PathFlags.None;
+
+ /// <summary>
+ /// If the NPC is using a do_after to clear an obstacle.
+ /// </summary>
+ [DataField("doAfterId")]
+ public DoAfterId? DoAfterId = null;
}
public enum SteeringStatus : byte
switch (status)
{
case SteeringObstacleStatus.Completed:
+ steering.DoAfterId = null;
break;
case SteeringObstacleStatus.Failed:
+ steering.DoAfterId = null;
// TODO: Blacklist the poly for next query
steering.Status = SteeringStatus.NoPath;
return false;
using Content.Server.NPC.Components;
using Content.Server.NPC.Pathfinding;
using Content.Shared.CombatMode;
+using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
using Content.Shared.NPC;
using Robust.Shared.Physics;
if ((poly.Data.CollisionLayer & mask) != 0x0 ||
(poly.Data.CollisionMask & layer) != 0x0)
{
+ var id = component.DoAfterId;
+
+ // Still doing what we were doing before.
+ var doAfterStatus = _doAfter.GetStatus(id);
+
+ switch (doAfterStatus)
+ {
+ case DoAfterStatus.Running:
+ return SteeringObstacleStatus.Continuing;
+ case DoAfterStatus.Cancelled:
+ return SteeringObstacleStatus.Failed;
+ }
+
var obstacleEnts = new List<EntityUid>();
GetObstacleEntities(poly, mask, layer, bodyQuery, obstacleEnts);
var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
- var isAccess = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
+ var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
// Just walk into it stupid
- if (isDoor && !isAccess)
+ if (isDoor && !isAccessRequired)
{
var doorQuery = GetEntityQuery<DoorComponent>();
return SteeringObstacleStatus.Continuing;
}
}
- else
- {
- return SteeringObstacleStatus.Failed;
- }
}
- return SteeringObstacleStatus.Completed;
+ // If we get to here then didn't succeed for reasons.
}
- if ((component.Flags & PathFlags.Prying) != 0x0 && isAccess && isDoor)
+ if ((component.Flags & PathFlags.Prying) != 0x0 && isDoor)
{
var doorQuery = GetEntityQuery<DoorComponent>();
// TODO: Use the verb.
if (door.State != DoorState.Opening)
- _doors.TryPryDoor(ent, uid, uid, door, true);
+ _doors.TryPryDoor(ent, uid, uid, door, out id, force: true);
+ component.DoAfterId = id;
return SteeringObstacleStatus.Continuing;
}
}
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Administration.Managers;
+using Content.Server.DoAfter;
using Content.Server.Doors.Systems;
using Content.Server.NPC.Components;
using Content.Server.NPC.Events;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IParallelManager _parallel = default!;
[Dependency] private readonly IRobustRandom _random = default!;
+ [Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly DoorSystem _doors = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FactionSystem _faction = default!;
if (doAfter.Cancelled)
return DoAfterStatus.Cancelled;
- if (GameTiming.CurTime - doAfter.StartTime < doAfter.Args.Delay)
+ 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.
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
- NeedHand = true,
+ NeedHand = tool != user,
AttemptFrequency = fuel <= 0 ? AttemptFrequency.Never : AttemptFrequency.EveryTick
};