Patched Actions Rework (#6899)
* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling) * fix networking * Allow action locking * prevent telepathy
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179
Content.Client/Outline/TargetOutlineSystem.cs
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179
Content.Client/Outline/TargetOutlineSystem.cs
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using Content.Shared.Interaction;
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using Content.Shared.Whitelist;
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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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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Outline;
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/// <summary>
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/// System used to indicate whether an entity is a valid target based on some criteria.
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/// </summary>
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public sealed class TargetOutlineSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IEntityLookup _lookup = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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private bool _enabled = false;
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/// <summary>
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/// Whitelist that the target must satisfy.
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/// </summary>
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public EntityWhitelist? Whitelist = null;
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/// <summary>
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/// Predicate the target must satisfy.
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/// </summary>
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public Func<EntityUid, bool>? Predicate = null;
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/// <summary>
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/// Event to raise as targets to check whether they are valid.
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/// </summary>
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/// <remarks>
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/// This event will be uncanceled and re-used.
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/// </remarks>
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public CancellableEntityEventArgs? ValidationEvent = null;
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/// <summary>
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/// Minimum range for a target to be valid.
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/// </summary>
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/// <remarks>
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/// If a target is further than this distance, they will still be highlighted in a different color.
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/// </remarks>
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public float Range = -1;
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/// <summary>
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/// Whether to check if the player is unobstructed to the target;
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/// </summary>
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public bool CheckObstruction = true;
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/// <summary>
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/// The size of the box around the mouse to use when looking for valid targets.
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/// </summary>
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public float LookupSize = 2;
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private const string ShaderTargetValid = "SelectionOutlineInrange";
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private const string ShaderTargetInvalid = "SelectionOutline";
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private ShaderInstance? _shaderTargetValid;
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private ShaderInstance? _shaderTargetInvalid;
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private readonly HashSet<SpriteComponent> _highlightedSprites = new();
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public override void Initialize()
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{
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base.Initialize();
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_shaderTargetValid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetValid).Instance();
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_shaderTargetInvalid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetInvalid).Instance();
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}
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public void Disable()
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{
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if (_enabled == false)
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return;
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_enabled = false;
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RemoveHighlights();
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}
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public void Enable(float range, bool checkObstructions, Func<EntityUid, bool>? predicate, EntityWhitelist? whitelist, CancellableEntityEventArgs? validationEvent)
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{
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Range = range;
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CheckObstruction = checkObstructions;
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Predicate = predicate;
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Whitelist = whitelist;
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ValidationEvent = validationEvent;
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_enabled = Predicate != null || Whitelist != null || ValidationEvent != null;
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}
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public override void Update(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (!_enabled)
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return;
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HighlightTargets();
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}
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private void HighlightTargets()
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{
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if (_playerManager.LocalPlayer?.ControlledEntity is not { Valid: true } player)
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return;
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// remove current highlights
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RemoveHighlights();
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// find possible targets on screen
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// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - LookupSize, mousePos + LookupSize);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.IncludeAnchored);
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foreach (var entity in pvsEntities)
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{
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if (!TryComp(entity, out SpriteComponent? sprite) || !sprite.Visible)
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continue;
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// Check the predicate
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var valid = Predicate?.Invoke(entity) ?? true;
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// check the entity whitelist
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if (valid && Whitelist != null)
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valid = Whitelist.IsValid(entity);
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// and check the cancellable event
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if (valid && ValidationEvent != null)
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{
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ValidationEvent.Uncancel();
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RaiseLocalEvent(entity, (object) ValidationEvent, broadcast: false);
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valid = !ValidationEvent.Cancelled;
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}
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if (!valid)
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{
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// was this previously valid?
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if (_highlightedSprites.Remove(sprite))
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{
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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continue;
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}
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// Range check
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if (CheckObstruction)
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valid = _interactionSystem.InRangeUnobstructed(player, entity, Range);
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else if (Range >= 0)
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{
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var origin = Transform(player).WorldPosition;
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var target = Transform(entity).WorldPosition;
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valid = (origin - target).LengthSquared <= Range;
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}
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// highlight depending on whether its in or out of range
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sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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_highlightedSprites.Add(sprite);
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}
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}
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private void RemoveHighlights()
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{
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foreach (var sprite in _highlightedSprites)
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{
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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_highlightedSprites.Clear();
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}
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}
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