Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/StatusEffects/DelayedEffect.cs
2026-04-30 21:59:54 +08:00

254 lines
10 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Barotrauma
{
class DelayedListElement
{
public readonly long Id;
public readonly DelayedEffect Parent;
public readonly Entity Entity;
private Vector2? _worldPosition;
private readonly object _worldPositionLock = new object();
public Vector2? WorldPosition
{
get
{
lock (_worldPositionLock)
{
return _worldPosition;
}
}
set
{
lock (_worldPositionLock)
{
_worldPosition = value;
}
}
}
/// <summary>
/// Should the delayed effect attempt to determine the position of the effect based on the targets, or just use the position that was passed to the constructor.
/// </summary>
public bool GetPositionBasedOnTargets;
public readonly Vector2? StartPosition;
public readonly List<ISerializableEntity> Targets;
private volatile float _delay;
public float Delay
{
get => _delay;
set => _delay = value;
}
public DelayedListElement(DelayedEffect parentEffect, Entity parentEntity, IEnumerable<ISerializableEntity> targets, float delay, Vector2? worldPosition, Vector2? startPosition)
{
Id = Interlocked.Increment(ref DelayedEffect._delayElementIdCounter);
Parent = parentEffect;
Entity = parentEntity;
Targets = new List<ISerializableEntity>(targets);
Delay = delay;
WorldPosition = worldPosition;
StartPosition = startPosition;
}
}
class DelayedEffect : StatusEffect
{
// Thread-safe counter for generating unique IDs for DelayedListElement
internal static long _delayElementIdCounter;
// Thread-safe dictionary for delayed effects
public static readonly ConcurrentDictionary<long, DelayedListElement> DelayListDict = new ConcurrentDictionary<long, DelayedListElement>();
/// <summary>
/// Provides a thread-safe enumerable view of the delay list for iteration.
/// </summary>
public static IEnumerable<DelayedListElement> DelayList => DelayListDict.Values;
private enum DelayTypes
{
Timer = 0,
[Obsolete("The delay type is unsupported.")]
ReachCursor = 1
}
private readonly DelayTypes delayType;
private readonly float delay;
public DelayedEffect(ContentXElement element, string parentDebugName)
: base(element, parentDebugName)
{
delayType = element.GetAttributeEnum("delaytype", DelayTypes.Timer);
if (delayType == DelayTypes.ReachCursor)
{
DebugConsole.AddWarning($"Potential error in {parentDebugName}: the delay type {DelayTypes.ReachCursor} is not supported.", contentPackage: element.ContentPackage);
}
if (delayType is DelayTypes.Timer)
{
delay = element.GetAttributeFloat("delay", 1.0f);
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
{
if (this.type != type || !HasRequiredItems(entity)) { return; }
if (!Stackable)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
if (kvp.Value.Parent == this && kvp.Value.Targets.FirstOrDefault() == target)
{
return;
}
}
}
if (!IsValidTarget(target)) { return; }
var targets = CurrentTargets;
targets.Clear();
targets.Add(target);
if (!HasRequiredConditions(targets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
var newDelayListElement = new DelayedListElement(this, entity, targets, delay, worldPosition ?? GetPosition(entity, targets, worldPosition), startPosition: null)
{
GetPositionBasedOnTargets = worldPosition == null
};
DelayListDict.TryAdd(newDelayListElement.Id, newDelayListElement);
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
return;
}
var user =
projectile.User ??
projectile.Attacker ??
projectile.Launcher?.GetRootInventoryOwner() as Character;
if (user == null)
{
#if DEBUG
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
#endif
return;
}
var reachCursorElement = new DelayedListElement(this, entity, targets, Vector2.Distance(entity.WorldPosition, projectile.User.CursorWorldPosition), worldPosition, entity.WorldPosition);
DelayListDict.TryAdd(reachCursorElement.Id, reachCursorElement);
break;
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
if (this.type != type) { return; }
if (Disabled) { return; }
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
if (!HasRequiredItems(entity)) { return; }
if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
if (!Stackable)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
if (kvp.Value.Parent == this && kvp.Value.Targets.SequenceEqual(targets)) { return; }
}
}
var localTargets = CurrentTargets;
localTargets.Clear();
foreach (ISerializableEntity target in targets)
{
if (!IsValidTarget(target)) { continue; }
localTargets.Add(target);
}
if (!HasRequiredConditions(localTargets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
var timerElement = new DelayedListElement(this, entity, localTargets, delay, worldPosition, null);
DelayListDict.TryAdd(timerElement.Id, timerElement);
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
#if DEBUG
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
#endif
return;
}
var user =
projectile.User ??
projectile.Attacker ??
projectile.Launcher?.GetRootInventoryOwner() as Character;
if (user == null)
{
#if DEBUG
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
#endif
return;
}
var reachCursorElement = new DelayedListElement(this, entity, localTargets, Vector2.Distance(entity.WorldPosition, user.CursorWorldPosition), worldPosition, entity.WorldPosition);
DelayListDict.TryAdd(reachCursorElement.Id, reachCursorElement);
break;
}
}
public static void Update(float deltaTime)
{
// Thread-safe iteration over ConcurrentDictionary
foreach (var kvp in DelayListDict)
{
DelayedListElement element = kvp.Value;
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
{
DelayListDict.TryRemove(element.Id, out _);
continue;
}
switch (element.Parent.delayType)
{
case DelayTypes.Timer:
element.Delay -= deltaTime;
if (element.Delay > 0.0f)
{
//if the delayed effect is supposed to get the position from the targets,
//keep refreshing the position until the effect runs (so e.g. a delayed effect runs at the last known position of a monster before it despawned)
if (element.GetPositionBasedOnTargets && element.Entity is { Removed: false })
{
element.WorldPosition = element.Parent.GetPosition(element.Entity, element.Parent.CurrentTargets);
}
continue;
}
break;
case DelayTypes.ReachCursor:
if (Vector2.Distance(element.Entity.WorldPosition, element.StartPosition.Value) < element.Delay) { continue; }
break;
}
element.Parent.Apply(deltaTime, element.Entity, element.Targets, element.WorldPosition);
DelayListDict.TryRemove(element.Id, out _);
}
}
}
}