* Readonly, typos and redundant string interpolations * Namespaces * Optimize imports * Address reviews * but actually * Localize missing strings * Remove redundant vars
228 lines
8.9 KiB
C#
228 lines
8.9 KiB
C#
using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Content.Client.GameObjects.Components;
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using Content.Client.Utility;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Interfaces.GameObjects;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.State;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.State
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{
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// OH GOD.
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// Ok actually it's fine.
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// Instantiated dynamically through the StateManager, Dependencies will be resolved.
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public partial class GameScreenBase : Robust.Client.State.State
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{
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[Dependency] protected readonly IClientEntityManager EntityManager = default!;
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[Dependency] protected readonly IInputManager InputManager = default!;
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[Dependency] protected readonly IPlayerManager PlayerManager = default!;
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[Dependency] protected readonly IEyeManager EyeManager = default!;
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[Dependency] protected readonly IEntitySystemManager EntitySystemManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager = default!;
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[Dependency] protected readonly IConfigurationManager ConfigurationManager = default!;
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private IEntity _lastHoveredEntity;
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public override void Startup()
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{
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InputManager.KeyBindStateChanged += OnKeyBindStateChanged;
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}
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public override void Shutdown()
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{
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InputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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}
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public override void FrameUpdate(FrameEventArgs e)
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{
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base.FrameUpdate(e);
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// If there is no local player, there is no session, and therefore nothing to do here.
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var localPlayer = PlayerManager.LocalPlayer;
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if (localPlayer == null)
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return;
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var mousePosWorld = EyeManager.ScreenToMap(InputManager.MouseScreenPosition);
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var entityToClick = UserInterfaceManager.CurrentlyHovered != null
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? null
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: GetEntityUnderPosition(mousePosWorld);
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var inRange = false;
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if (localPlayer.ControlledEntity != null && entityToClick != null)
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{
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inRange = localPlayer.InRangeUnobstructed(entityToClick, ignoreInsideBlocker: true);
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}
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InteractionOutlineComponent outline;
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if(!ConfigurationManager.GetCVar<bool>("outline.enabled"))
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{
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if(entityToClick != null && entityToClick.TryGetComponent(out outline))
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{
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outline.OnMouseLeave(); //Prevent outline remains from persisting post command.
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}
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return;
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}
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if (entityToClick == _lastHoveredEntity)
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{
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if (entityToClick != null && entityToClick.TryGetComponent(out outline))
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{
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outline.UpdateInRange(inRange);
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}
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return;
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}
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if (_lastHoveredEntity != null && !_lastHoveredEntity.Deleted &&
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_lastHoveredEntity.TryGetComponent(out outline))
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{
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outline.OnMouseLeave();
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}
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_lastHoveredEntity = entityToClick;
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if (_lastHoveredEntity != null && _lastHoveredEntity.TryGetComponent(out outline))
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{
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outline.OnMouseEnter(inRange);
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}
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}
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public IEntity GetEntityUnderPosition(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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}
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public IList<IEntity> GetEntitiesUnderPosition(EntityCoordinates coordinates)
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{
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return GetEntitiesUnderPosition(coordinates.ToMap(EntityManager));
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}
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public IList<IEntity> GetEntitiesUnderPosition(MapCoordinates coordinates)
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{
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// Find all the entities intersecting our click
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var entities = EntityManager.GetEntitiesIntersecting(coordinates.MapId,
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Box2.CenteredAround(coordinates.Position, (1, 1)));
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(IEntity clicked, int drawDepth, uint renderOrder)>();
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent<ClickableComponent>(out var component)
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&& entity.Transform.IsMapTransform
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&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
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{
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foundEntities.Add((entity, drawDepthClicked, renderOrder));
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}
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}
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if (foundEntities.Count == 0)
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return new List<IEntity>();
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foundEntities.Sort(new ClickableEntityComparer());
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// 0 is the top element.
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foundEntities.Reverse();
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return foundEntities.Select(a => a.clicked).ToList();
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}
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/// <summary>
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/// Gets all entities intersecting the given position.
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///
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/// Static alternative to GetEntitiesUnderPosition to cut out
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/// some of the boilerplate needed to get state manager and check the current state.
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/// </summary>
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/// <param name="stateManager">state manager to use to get the current game screen</param>
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/// <param name="coordinates">coordinates to check</param>
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/// <returns>the entities under the position, empty list if none found</returns>
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public static IList<IEntity> GetEntitiesUnderPosition(IStateManager stateManager, EntityCoordinates coordinates)
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{
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if (stateManager.CurrentState is GameScreenBase gameScreenBase)
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{
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return gameScreenBase.GetEntitiesUnderPosition(coordinates);
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}
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return ImmutableList<IEntity>.Empty;
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}
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internal class ClickableEntityComparer : IComparer<(IEntity clicked, int depth, uint renderOrder)>
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{
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public int Compare((IEntity clicked, int depth, uint renderOrder) x,
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(IEntity clicked, int depth, uint renderOrder) y)
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{
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var val = x.depth.CompareTo(y.depth);
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if (val != 0)
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{
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return val;
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}
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// Turning this off it can make picking stuff out of lockers and such up a bit annoying.
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/*
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val = x.renderOrder.CompareTo(y.renderOrder);
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if (val != 0)
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{
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return val;
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}
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*/
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var transX = x.clicked.Transform;
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var transY = y.clicked.Transform;
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val = transX.Coordinates.Y.CompareTo(transY.Coordinates.Y);
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if (val != 0)
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{
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return val;
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}
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return x.clicked.Uid.CompareTo(y.clicked.Uid);
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}
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}
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/// <summary>
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/// Converts a state change event from outside the simulation to inside the simulation.
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/// </summary>
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/// <param name="args">Event data values for a bound key state change.</param>
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private void OnKeyBindStateChanged(BoundKeyEventArgs args)
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{
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// If there is no InputSystem, then there is nothing to forward to, and nothing to do here.
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if(!EntitySystemManager.TryGetEntitySystem(out InputSystem inputSys))
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return;
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var func = args.Function;
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var funcId = InputManager.NetworkBindMap.KeyFunctionID(func);
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var mousePosWorld = EyeManager.ScreenToMap(args.PointerLocation);
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var entityToClick = GetEntityUnderPosition(mousePosWorld);
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if (!MapManager.TryFindGridAt(mousePosWorld, out var grid))
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grid = MapManager.GetDefaultGrid(mousePosWorld.MapId);
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var message = new FullInputCmdMessage(Timing.CurTick, Timing.TickFraction, funcId, args.State,
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grid.MapToGrid(mousePosWorld), args.PointerLocation,
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entityToClick?.Uid ?? EntityUid.Invalid);
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// client side command handlers will always be sent the local player session.
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var session = PlayerManager.LocalPlayer.Session;
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if (inputSys.HandleInputCommand(session, func, message))
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{
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args.Handle();
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}
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}
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}
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}
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