Make clickmap lookups use the sprite tree (#13275)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -21,9 +21,9 @@ namespace Content.Client.Clickable
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/// The draw depth for the sprite that captured the click.
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/// </param>
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/// <returns>True if the click worked, false otherwise.</returns>
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public bool CheckClick(SpriteComponent sprite, EntityQuery<TransformComponent> xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
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public bool CheckClick(SpriteComponent sprite, TransformComponent transform, EntityQuery<TransformComponent> xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
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{
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if (!sprite.Visible || !xformQuery.TryGetComponent(sprite.Owner, out var transform))
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if (!sprite.Visible)
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{
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drawDepth = default;
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renderOrder = default;
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@@ -20,6 +20,7 @@ using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.DragDrop
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@@ -306,7 +307,7 @@ namespace Content.Client.DragDrop
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if (_stateManager.CurrentState is GameplayState screen)
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{
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entities = screen.GetEntitiesUnderPosition(args.Coordinates);
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entities = screen.GetClickableEntities(args.Coordinates).ToList();
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}
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else
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{
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Clickable;
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using Content.Client.ContextMenu.UI;
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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.Input;
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@@ -49,7 +50,7 @@ namespace Content.Client.Gameplay
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EntityUid? uid = null;
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if (UserInterfaceManager.CurrentlyHovered is IViewportControl vp && _inputManager.MouseScreenPosition.IsValid)
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uid = GetEntityUnderPosition(vp.ScreenToMap(_inputManager.MouseScreenPosition.Position));
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uid = GetClickedEntity(vp.ScreenToMap(_inputManager.MouseScreenPosition.Position));
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else if (UserInterfaceManager.CurrentlyHovered is EntityMenuElement element)
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uid = element.Entity;
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@@ -74,48 +75,47 @@ namespace Content.Client.Gameplay
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_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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}
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public EntityUid? GetEntityUnderPosition(MapCoordinates coordinates)
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public EntityUid? GetClickedEntity(MapCoordinates coordinates)
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{
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var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
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return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
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var first = GetClickableEntities(coordinates).FirstOrDefault();
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return first.IsValid() ? first : null;
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}
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public IList<EntityUid> GetEntitiesUnderPosition(EntityCoordinates coordinates)
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public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates)
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{
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return GetEntitiesUnderPosition(coordinates.ToMap(_entityManager));
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return GetClickableEntities(coordinates.ToMap(_entityManager));
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}
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public IList<EntityUid> GetEntitiesUnderPosition(MapCoordinates coordinates)
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public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
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{
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// Find all the entities intersecting our click
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var entities = _entityManager.EntitySysManager.GetEntitySystem<EntityLookupSystem>().GetEntitiesIntersecting(coordinates.MapId,
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Box2.CenteredAround(coordinates.Position, (1, 1)), LookupFlags.Uncontained | LookupFlags.Approximate);
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var spriteTree = _entityManager.EntitySysManager.GetEntitySystem<SpriteTreeSystem>();
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var entities = spriteTree.QueryAabb(coordinates.MapId, Box2.CenteredAround(coordinates.Position, (1, 1)), true);
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(EntityUid clicked, int drawDepth, uint renderOrder, float bottom)>();
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var foundEntities = new List<(EntityUid, int, uint, float)>(entities.Count);
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var clickQuery = _entityManager.GetEntityQuery<ClickableComponent>();
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var metaQuery = _entityManager.GetEntityQuery<MetaDataComponent>();
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var spriteQuery = _entityManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
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// TODO: Smelly
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var eye = _eyeManager.CurrentEye;
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foreach (var entity in entities)
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{
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if (clickQuery.TryGetComponent(entity, out var component) &&
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spriteQuery.TryGetComponent(entity, out var sprite) &&
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component.CheckClick(sprite, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
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if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
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component.CheckClick(entity.Component, entity.Transform, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
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{
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foundEntities.Add((entity, drawDepthClicked, renderOrder, bottom));
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foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
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}
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}
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if (foundEntities.Count == 0)
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return Array.Empty<EntityUid>();
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// Do drawdepth & y-sorting. First index is the top-most sprite (opposite of normal render order).
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foundEntities.Sort(_comparer);
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// 0 is the top element.
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return foundEntities.Select(a => a.clicked).ToList();
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return foundEntities.Select(a => a.Item1);
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}
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private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder, float bottom)>
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@@ -166,7 +166,7 @@ namespace Content.Client.Gameplay
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if (args.Viewport is IViewportControl vp)
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{
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var mousePosWorld = vp.ScreenToMap(kArgs.PointerLocation.Position);
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entityToClick = GetEntityUnderPosition(mousePosWorld);
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entityToClick = GetClickedEntity(mousePosWorld);
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coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
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EntityCoordinates.FromMap(_mapManager, mousePosWorld);
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@@ -118,7 +118,7 @@ public sealed class InteractionOutlineSystem : EntitySystem
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&& _inputManager.MouseScreenPosition.IsValid)
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{
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var mousePosWorld = vp.ScreenToMap(_inputManager.MouseScreenPosition.Position);
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entityToClick = screen.GetEntityUnderPosition(mousePosWorld);
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entityToClick = screen.GetClickedEntity(mousePosWorld);
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if (vp is ScalingViewport svp)
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{
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@@ -109,7 +109,7 @@ namespace Content.Client.Verbs
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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.GetEntitiesUnderPosition(targetPos);
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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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// first check the general location.
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@@ -112,7 +112,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetEntityUnderPosition(mousePos);
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target = screen.GetClickedEntity(mousePos);
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}
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EntityManager.RaisePredictiveEvent(new DisarmAttackEvent(target, coordinates));
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@@ -191,7 +191,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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// TODO: UI Refactor update I assume
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetEntityUnderPosition(mousePos);
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target = screen.GetClickedEntity(mousePos);
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}
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RaisePredictiveEvent(new LightAttackEvent(target, weapon.Owner, coordinates));
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@@ -84,7 +84,7 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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if (gameState is GameplayState game)
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{
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var uid = game.GetEntityUnderPosition(mousePos);
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var uid = game.GetClickedEntity(mousePos);
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if (uid != null)
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StartDragging(uid.Value, mousePos);
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@@ -81,7 +81,7 @@ namespace Content.IntegrationTests.Tests
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var pos = clientEntManager.GetComponent<TransformComponent>(entity).WorldPosition;
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var clickable = clientEntManager.GetComponent<ClickableComponent>(entity);
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hit = clickable.CheckClick(sprite, xformQuery, (clickPosX, clickPosY) + pos, eye, out _, out _, out _);
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hit = clickable.CheckClick(sprite, xformQuery.GetComponent(entity), xformQuery, (clickPosX, clickPosY) + pos, eye, out _, out _, out _);
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});
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await server.WaitPost(() =>
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