Click Migration (#94)
* Migrated Interaction system to the new Input system. * Contexts are now set up in content.
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@@ -1,16 +1,21 @@
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using Content.Server.Interfaces.GameObjects;
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using System;
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using Content.Server.Interfaces.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Input;
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using SS14.Shared.Input;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.GameObjects.Components.BoundingBox;
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using SS14.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems
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{
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@@ -92,12 +97,22 @@ namespace Content.Server.GameObjects.EntitySystems
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public const float INTERACTION_RANGE = 2;
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public const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
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public void UserInteraction(ClickEventMessage msg, IEntity player)
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public override void Initialize()
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{
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand, new PointerInputCmdHandler(HandleUseItemInHand));
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}
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private void HandleUseItemInHand(ICommonSession session, GridLocalCoordinates coords, EntityUid uid)
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{
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UserInteraction(((IPlayerSession)session).AttachedEntity, coords, uid);
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}
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private void UserInteraction(IEntity player, GridLocalCoordinates coordinates, EntityUid clickedUid)
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{
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//Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
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IEntity attacked = null;
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if (msg.Uid.IsValid())
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attacked = EntityManager.GetEntity(msg.Uid);
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if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
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return;
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//Verify player has a transform component
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if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
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@@ -105,7 +120,7 @@ namespace Content.Server.GameObjects.EntitySystems
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return;
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}
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//Verify player is on the same map as the entity he clicked on
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else if (msg.Coordinates.MapID != playerTransform.MapID)
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else if (coordinates.MapID != playerTransform.MapID)
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{
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Logger.Warning(string.Format("Player named {0} clicked on a map he isn't located on", player.Name));
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return;
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@@ -129,7 +144,7 @@ namespace Content.Server.GameObjects.EntitySystems
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if (attacked == null && item != null)
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{
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//AFTERATTACK: Check if we clicked on an empty location, if so the only interaction we can do is afterattack
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InteractAfterattack(player, item, msg.Coordinates);
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InteractAfterattack(player, item, coordinates);
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return;
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}
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else if (attacked == null)
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@@ -147,7 +162,7 @@ namespace Content.Server.GameObjects.EntitySystems
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//Check if ClickLocation is in object bounds here, if not lets log as warning and see why
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if (attacked.TryGetComponent(out BoundingBoxComponent boundingbox))
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{
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if (!boundingbox.WorldAABB.Contains(msg.Coordinates.Position))
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if (!boundingbox.WorldAABB.Contains(coordinates.Position))
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{
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Logger.Warning(string.Format("Player {0} clicked {1} outside of its bounding box component somehow", player.Name, attacked.Name));
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return;
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@@ -161,7 +176,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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if (item != null)
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{
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RangedInteraction(player, item, attacked, msg.Coordinates);
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RangedInteraction(player, item, attacked, coordinates);
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return;
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}
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return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
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@@ -171,7 +186,7 @@ namespace Content.Server.GameObjects.EntitySystems
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//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
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if (item != null)
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{
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Interaction(player, item, attacked, msg.Coordinates);
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Interaction(player, item, attacked, coordinates);
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}
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//ATTACKHAND: Since our hand is empty we will use attackhand
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else
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