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:
@@ -1,5 +1,6 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.Client.Popups;
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@@ -7,6 +8,7 @@ using Content.Shared.Examine;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Client.ComponentTrees;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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@@ -21,9 +23,10 @@ namespace Content.Client.Verbs
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly SpriteTreeSystem _tree = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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/// <summary>
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@@ -31,8 +34,6 @@ namespace Content.Client.Verbs
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/// </summary>
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public const float EntityMenuLookupSize = 0.25f;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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/// <summary>
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/// These flags determine what entities the user can see on the context menu.
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/// </summary>
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@@ -40,6 +41,8 @@ namespace Content.Client.Verbs
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public Action<VerbsResponseEvent>? OnVerbsResponse;
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private List<EntityUid> _entities = new();
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public override void Initialize()
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{
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base.Initialize();
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@@ -76,49 +79,50 @@ namespace Content.Client.Verbs
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visibility = ev.Visibility;
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// Get entities
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List<EntityUid> entities;
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var examineFlags = LookupFlags.All & ~LookupFlags.Sensors;
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_entities.Clear();
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var entitiesUnderMouse = _tree.QueryAabb(targetPos.MapId, Box2.CenteredAround(targetPos.Position, new Vector2(EntityMenuLookupSize, EntityMenuLookupSize)));
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// Do we have to do FoV checks?
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if ((visibility & MenuVisibility.NoFov) == 0)
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{
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var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
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bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
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bool Predicate(EntityUid e) => e == player;
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TryComp(player.Value, out ExaminerComponent? examiner);
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entities = new();
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foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags))
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foreach (var ent in entitiesUnderMouse)
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{
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if (_examine.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
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entities.Add(ent);
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if (_examine.CanExamine(player.Value, targetPos, Predicate, ent.Uid, examiner))
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_entities.Add(ent.Uid);
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}
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}
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else
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{
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entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags).ToList();
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foreach (var ent in entitiesUnderMouse)
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{
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_entities.Add(ent.Uid);
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}
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}
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if (entities.Count == 0)
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if (_entities.Count == 0)
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return false;
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if (visibility == MenuVisibility.All)
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{
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result = entities;
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result = new (_entities);
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return true;
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}
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// remove any entities in containers
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if ((visibility & MenuVisibility.InContainer) == 0)
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{
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for (var i = entities.Count - 1; i >= 0; i--)
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for (var i = _entities.Count - 1; i >= 0; i--)
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{
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var entity = entities[i];
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var entity = _entities[i];
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if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
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continue;
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entities.RemoveSwap(i);
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_entities.RemoveSwap(i);
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}
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}
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@@ -127,23 +131,23 @@ namespace Content.Client.Verbs
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{
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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for (var i = entities.Count - 1; i >= 0; i--)
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for (var i = _entities.Count - 1; i >= 0; i--)
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{
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var entity = entities[i];
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var entity = _entities[i];
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if (!spriteQuery.TryGetComponent(entity, out var spriteComponent) ||
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!spriteComponent.Visible ||
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_tagSystem.HasTag(entity, "HideContextMenu"))
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{
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entities.RemoveSwap(i);
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_entities.RemoveSwap(i);
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}
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}
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}
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if (entities.Count == 0)
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if (_entities.Count == 0)
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return false;
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result = entities;
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result = new(_entities);
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return true;
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}
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@@ -126,11 +126,6 @@
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bodyType: Static
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- type: Fixtures
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fixtures:
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# Context / examine fixture
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.25
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slipFixture:
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shape:
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!type:PhysShapeAabb
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@@ -8,11 +8,6 @@
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bodyType: Static
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- type: Fixtures
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fixtures:
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# This exists for examine.
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.25
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light:
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shape:
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!type:PhysShapeCircle
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