Files
tbd-station-14/Content.Client/Gameplay/GameplayStateBase.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

214 lines
8.4 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Clickable;
using Content.Client.UserInterface;
using Content.Shared.Input;
using Robust.Client.ComponentTrees;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Console;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Gameplay
{
// OH GOD.
// Ok actually it's fine.
// Instantiated dynamically through the StateManager, Dependencies will be resolved.
[Virtual]
public class GameplayStateBase : State, IEntityEventSubscriber
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IViewVariablesManager _vvm = default!;
[Dependency] private readonly IConsoleHost _conHost = default!;
private ClickableEntityComparer _comparer = default!;
private (ViewVariablesPath? path, string[] segments) ResolveVvHoverObject(string path)
{
var segments = path.Split('/');
var uid = RecursivelyFindUiEntity(UserInterfaceManager.CurrentlyHovered);
var netUid = _entityManager.GetNetEntity(uid);
return (netUid != null ? new ViewVariablesInstancePath(netUid) : null, segments);
}
private EntityUid? RecursivelyFindUiEntity(Control? control)
{
if (control == null)
return null;
switch (control)
{
case IViewportControl vp:
if (_inputManager.MouseScreenPosition.IsValid)
return GetClickedEntity(vp.PixelToMap(_inputManager.MouseScreenPosition.Position));
return null;
case SpriteView sprite:
return sprite.Entity;
case IEntityControl ui:
return ui.UiEntity;
}
return RecursivelyFindUiEntity(control.Parent);
}
private IEnumerable<string>? ListVVHoverPaths(string[] segments)
{
return null;
}
protected override void Startup()
{
_vvm.RegisterDomain("enthover", ResolveVvHoverObject, ListVVHoverPaths);
_inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
_comparer = new ClickableEntityComparer();
CommandBinds.Builder
.Bind(ContentKeyFunctions.InspectEntity, new PointerInputCmdHandler(HandleInspect, outsidePrediction: true))
.Register<GameplayStateBase>();
}
protected override void Shutdown()
{
_vvm.UnregisterDomain("enthover");
_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
CommandBinds.Unregister<GameplayStateBase>();
}
private bool HandleInspect(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
_conHost.ExecuteCommand($"vv /c/enthover");
return true;
}
public EntityUid? GetClickedEntity(MapCoordinates coordinates)
{
var first = GetClickableEntities(coordinates).FirstOrDefault();
return first.IsValid() ? first : null;
}
public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates)
{
return GetClickableEntities(coordinates.ToMap(_entityManager));
}
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var spriteTree = _entityManager.EntitySysManager.GetEntitySystem<SpriteTreeSystem>();
var entities = spriteTree.QueryAabb(coordinates.MapId, Box2.CenteredAround(coordinates.Position, new Vector2(1, 1)));
// Check the entities against whether or not we can click them
var foundEntities = new List<(EntityUid, int, uint, float)>(entities.Count);
var clickQuery = _entityManager.GetEntityQuery<ClickableComponent>();
var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
// TODO: Smelly
var eye = _eyeManager.CurrentEye;
foreach (var entity in entities)
{
if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
component.CheckClick(entity.Component, entity.Transform, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
{
foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
}
}
if (foundEntities.Count == 0)
return Array.Empty<EntityUid>();
// Do drawdepth & y-sorting. First index is the top-most sprite (opposite of normal render order).
foundEntities.Sort(_comparer);
return foundEntities.Select(a => a.Item1);
}
private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder, float bottom)>
{
public int Compare((EntityUid clicked, int depth, uint renderOrder, float bottom) x,
(EntityUid clicked, int depth, uint renderOrder, float bottom) y)
{
var cmp = y.depth.CompareTo(x.depth);
if (cmp != 0)
{
return cmp;
}
cmp = y.renderOrder.CompareTo(x.renderOrder);
if (cmp != 0)
{
return cmp;
}
cmp = -y.bottom.CompareTo(x.bottom);
if (cmp != 0)
{
return cmp;
}
return y.clicked.CompareTo(x.clicked);
}
}
/// <summary>
/// Converts a state change event from outside the simulation to inside the simulation.
/// </summary>
/// <param name="args">Event data values for a bound key state change.</param>
protected virtual void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
{
// If there is no InputSystem, then there is nothing to forward to, and nothing to do here.
if(!_entitySystemManager.TryGetEntitySystem(out InputSystem? inputSys))
return;
var kArgs = args.KeyEventArgs;
var func = kArgs.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
EntityCoordinates coordinates = default;
EntityUid? entityToClick = null;
if (args.Viewport is IViewportControl vp)
{
var mousePosWorld = vp.PixelToMap(kArgs.PointerLocation.Position);
entityToClick = GetClickedEntity(mousePosWorld);
coordinates = _mapManager.TryFindGridAt(mousePosWorld, out _, out var grid) ?
grid.MapToGrid(mousePosWorld) :
EntityCoordinates.FromMap(_mapManager, mousePosWorld);
}
var message = new ClientFullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId)
{
State = kArgs.State,
Coordinates = coordinates,
ScreenCoordinates = kArgs.PointerLocation,
Uid = entityToClick ?? default,
}; // TODO make entityUid nullable
// client side command handlers will always be sent the local player session.
var session = _playerManager.LocalSession;
if (inputSys.HandleInputCommand(session, func, message))
{
kArgs.Handle();
}
}
}
}