Make context menu uses spritetree (#31792)

Rather than doing goofy hacks we just use what sprites are near the mouse.
This commit is contained in:
metalgearsloth
2024-09-12 13:29:11 +10:00
committed by GitHub
parent 782d6d780c
commit 292de9c859
3 changed files with 26 additions and 32 deletions

View File

@@ -1,5 +1,6 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Popups;
@@ -7,6 +8,7 @@ using Content.Shared.Examine;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.ComponentTrees;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
@@ -21,9 +23,10 @@ namespace Content.Client.Verbs
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly SpriteTreeSystem _tree = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
/// <summary>
@@ -31,8 +34,6 @@ namespace Content.Client.Verbs
/// </summary>
public const float EntityMenuLookupSize = 0.25f;
[Dependency] private readonly IEyeManager _eyeManager = default!;
/// <summary>
/// These flags determine what entities the user can see on the context menu.
/// </summary>
@@ -40,6 +41,8 @@ namespace Content.Client.Verbs
public Action<VerbsResponseEvent>? OnVerbsResponse;
private List<EntityUid> _entities = new();
public override void Initialize()
{
base.Initialize();
@@ -76,49 +79,50 @@ namespace Content.Client.Verbs
visibility = ev.Visibility;
// Get entities
List<EntityUid> entities;
var examineFlags = LookupFlags.All & ~LookupFlags.Sensors;
_entities.Clear();
var entitiesUnderMouse = _tree.QueryAabb(targetPos.MapId, Box2.CenteredAround(targetPos.Position, new Vector2(EntityMenuLookupSize, EntityMenuLookupSize)));
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
bool Predicate(EntityUid e) => e == player;
TryComp(player.Value, out ExaminerComponent? examiner);
entities = new();
foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags))
foreach (var ent in entitiesUnderMouse)
{
if (_examine.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
entities.Add(ent);
if (_examine.CanExamine(player.Value, targetPos, Predicate, ent.Uid, examiner))
_entities.Add(ent.Uid);
}
}
else
{
entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags).ToList();
foreach (var ent in entitiesUnderMouse)
{
_entities.Add(ent.Uid);
}
}
if (entities.Count == 0)
if (_entities.Count == 0)
return false;
if (visibility == MenuVisibility.All)
{
result = entities;
result = new (_entities);
return true;
}
// remove any entities in containers
if ((visibility & MenuVisibility.InContainer) == 0)
{
for (var i = entities.Count - 1; i >= 0; i--)
for (var i = _entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
var entity = _entities[i];
if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
continue;
entities.RemoveSwap(i);
_entities.RemoveSwap(i);
}
}
@@ -127,23 +131,23 @@ namespace Content.Client.Verbs
{
var spriteQuery = GetEntityQuery<SpriteComponent>();
for (var i = entities.Count - 1; i >= 0; i--)
for (var i = _entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
var entity = _entities[i];
if (!spriteQuery.TryGetComponent(entity, out var spriteComponent) ||
!spriteComponent.Visible ||
_tagSystem.HasTag(entity, "HideContextMenu"))
{
entities.RemoveSwap(i);
_entities.RemoveSwap(i);
}
}
}
if (entities.Count == 0)
if (_entities.Count == 0)
return false;
result = entities;
result = new(_entities);
return true;
}