Add the ability for mappers to drag grids around. (#7769)

* Add the ability for mappers to drag grids around.

* Less message spam

* Also flinging
This commit is contained in:
metalgearsloth
2022-05-10 12:27:37 +10:00
committed by GitHub
parent 1be085cee5
commit 9561323592
5 changed files with 204 additions and 0 deletions

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@@ -0,0 +1,18 @@
using Content.Shared.Maps;
using Robust.Shared.Console;
namespace Content.Client.Maps;
/// <summary>
/// Toggles GridDragging on the system.
/// </summary>
public sealed class GridDraggingCommand : IConsoleCommand
{
public string Command => SharedGridDraggingSystem.CommandName;
public string Description => $"Allows someone with permissions to drag grids around.";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<GridDraggingSystem>().Enabled ^= true;
}
}

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using Content.Client.Administration.Managers;
using Content.Shared.Maps;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Maps;
/// <inheritdoc />
public sealed class GridDraggingSystem : SharedGridDraggingSystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
public bool Enabled { get; set; }
private EntityUid? _dragging;
private Vector2 _localPosition;
private MapCoordinates? _lastMousePosition;
private void StartDragging(EntityUid grid, Vector2 localPosition)
{
_dragging = grid;
_localPosition = localPosition;
if (TryComp<PhysicsComponent>(grid, out var body))
{
RaiseNetworkEvent(new GridDragVelocityRequest()
{
Grid = grid,
LinearVelocity = Vector2.Zero
});
}
}
private void StopDragging()
{
if (_dragging == null) return;
if (_lastMousePosition != null && TryComp<TransformComponent>(_dragging.Value, out var xform) &&
TryComp<PhysicsComponent>(_dragging.Value, out var body) &&
xform.MapID == _lastMousePosition.Value.MapId)
{
var tickTime = _gameTiming.TickPeriod;
var distance = _lastMousePosition.Value.Position - xform.WorldPosition;
RaiseNetworkEvent(new GridDragVelocityRequest()
{
Grid = _dragging.Value,
LinearVelocity = distance.LengthSquared > 0f ? (distance / (float) tickTime.TotalSeconds) * 0.25f : Vector2.Zero,
});
}
_dragging = null;
_localPosition = Vector2.Zero;
_lastMousePosition = null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Enabled || !_gameTiming.IsFirstTimePredicted) return;
var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
if (state != BoundKeyState.Down)
{
StopDragging();
return;
}
var mouseScreenPos = _inputManager.MouseScreenPosition;
var mousePos = _eyeManager.ScreenToMap(mouseScreenPos);
if (_dragging == null)
{
if (!_mapManager.TryFindGridAt(mousePos, out var grid))
return;
StartDragging(grid.GridEntityId, Transform(grid.GridEntityId).InvWorldMatrix.Transform(mousePos.Position));
}
if (!TryComp<TransformComponent>(_dragging, out var xform))
{
StopDragging();
return;
}
if (xform.MapID != mousePos.MapId)
{
StopDragging();
return;
}
var localToWorld = xform.WorldMatrix.Transform(_localPosition);
if (localToWorld.EqualsApprox(mousePos.Position, 0.01f)) return;
var requestedGridOrigin = mousePos.Position - xform.WorldRotation.RotateVec(_localPosition);
_lastMousePosition = new MapCoordinates(requestedGridOrigin, mousePos.MapId);
RaiseNetworkEvent(new GridDragRequestPosition()
{
Grid = _dragging.Value,
WorldPosition = requestedGridOrigin,
});
}
}

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using Content.Shared.Maps;
using Robust.Server.Console;
using Robust.Server.Player;
namespace Content.Server.Maps;
/// <inheritdoc />
public sealed class GridDraggingSystem : SharedGridDraggingSystem
{
[Dependency] private readonly IConGroupController _admin = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<GridDragRequestPosition>(OnRequestDrag);
SubscribeNetworkEvent<GridDragVelocityRequest>(OnRequestVelocity);
}
private void OnRequestVelocity(GridDragVelocityRequest ev, EntitySessionEventArgs args)
{
if (args.SenderSession is not IPlayerSession playerSession ||
!_admin.CanCommand(playerSession, CommandName) ||
!Exists(ev.Grid) ||
Deleted(ev.Grid)) return;
var gridBody = Comp<PhysicsComponent>(ev.Grid);
gridBody.LinearVelocity = ev.LinearVelocity;
gridBody.AngularVelocity = 0f;
}
private void OnRequestDrag(GridDragRequestPosition msg, EntitySessionEventArgs args)
{
if (args.SenderSession is not IPlayerSession playerSession ||
!_admin.CanCommand(playerSession, CommandName) ||
!Exists(msg.Grid) ||
Deleted(msg.Grid)) return;
var gridXform = Transform(msg.Grid);
gridXform.WorldPosition = msg.WorldPosition;
}
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Maps;
/// <summary>
/// Helper system to allow you to move grids with a mouse.
/// </summary>
public abstract class SharedGridDraggingSystem : EntitySystem
{
public const string CommandName = "griddrag";
}
/// <summary>
/// Raised on the client to request a grid move to a specific position.
/// </summary>
[Serializable, NetSerializable]
public sealed class GridDragRequestPosition : EntityEventArgs
{
public EntityUid Grid;
public Vector2 WorldPosition;
}
[Serializable, NetSerializable]
public sealed class GridDragVelocityRequest : EntityEventArgs
{
public EntityUid Grid;
public Vector2 LinearVelocity;
}

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@@ -17,6 +17,7 @@
- Flags: MAPPING - Flags: MAPPING
Commands: Commands:
- griddrag
- showmarkers - showmarkers
- showsubfloor - showsubfloor
- showsubfloorforever - showsubfloorforever