Files
tbd-station-14/Content.Client/State/GameScreenBase.cs
Acruid 8437388f2b Removed the StateBase scene, its functionality got moved back into Engine.
Changed all the dependencies inside GameScreenBase to protected so that derived classes can access them.
2020-07-19 12:44:32 -07:00

234 lines
9.3 KiB
C#

using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Content.Client.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Interfaces.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.Input;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Interfaces.State;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.State
{
// OH GOD.
// Ok actually it's fine.
// Instantiated dynamically through the StateManager, Dependencies will be resolved.
public partial class GameScreenBase : Robust.Client.State.State
{
#pragma warning disable 649
[Dependency] protected readonly IClientEntityManager EntityManager;
[Dependency] protected readonly IInputManager InputManager;
[Dependency] protected readonly IPlayerManager PlayerManager;
[Dependency] protected readonly IEyeManager EyeManager;
[Dependency] protected readonly IEntitySystemManager EntitySystemManager;
[Dependency] protected readonly IGameTiming Timing;
[Dependency] protected readonly IMapManager MapManager;
[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager;
[Dependency] protected readonly IConfigurationManager ConfigurationManager;
#pragma warning restore 649
private IEntity _lastHoveredEntity;
public override void Startup()
{
InputManager.KeyBindStateChanged += OnKeyBindStateChanged;
}
public override void Shutdown()
{
InputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
}
public override void FrameUpdate(FrameEventArgs e)
{
base.FrameUpdate(e);
// If there is no local player, there is no session, and therefore nothing to do here.
var localPlayer = PlayerManager.LocalPlayer;
if (localPlayer == null)
return;
var mousePosWorld = EyeManager.ScreenToMap(InputManager.MouseScreenPosition);
var entityToClick = UserInterfaceManager.CurrentlyHovered != null
? null
: GetEntityUnderPosition(mousePosWorld);
var inRange = false;
if (localPlayer.ControlledEntity != null && entityToClick != null)
{
var playerPos = localPlayer.ControlledEntity.Transform.MapPosition;
var entityPos = entityToClick.Transform.MapPosition;
inRange = EntitySystemManager.GetEntitySystem<SharedInteractionSystem>()
.InRangeUnobstructed(playerPos, entityPos,
predicate: entity =>
entity == localPlayer.ControlledEntity || entity == entityToClick,
ignoreInsideBlocker: true);
}
InteractionOutlineComponent outline;
if(!ConfigurationManager.GetCVar<bool>("outline.enabled"))
{
if(entityToClick != null && entityToClick.TryGetComponent(out outline))
{
outline.OnMouseLeave(); //Prevent outline remains from persisting post command.
}
return;
}
if (entityToClick == _lastHoveredEntity)
{
if (entityToClick != null && entityToClick.TryGetComponent(out outline))
{
outline.UpdateInRange(inRange);
}
return;
}
if (_lastHoveredEntity != null && !_lastHoveredEntity.Deleted &&
_lastHoveredEntity.TryGetComponent(out outline))
{
outline.OnMouseLeave();
}
_lastHoveredEntity = entityToClick;
if (_lastHoveredEntity != null && _lastHoveredEntity.TryGetComponent(out outline))
{
outline.OnMouseEnter(inRange);
}
}
public IEntity GetEntityUnderPosition(MapCoordinates coordinates)
{
var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
}
public IList<IEntity> GetEntitiesUnderPosition(GridCoordinates coordinates)
{
return GetEntitiesUnderPosition(coordinates.ToMap(MapManager));
}
public IList<IEntity> GetEntitiesUnderPosition(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var entities = EntityManager.GetEntitiesIntersecting(coordinates.MapId,
Box2.CenteredAround(coordinates.Position, (1, 1)));
// Check the entities against whether or not we can click them
var foundEntities = new List<(IEntity clicked, int drawDepth, uint renderOrder)>();
foreach (var entity in entities)
{
if (entity.TryGetComponent<ClickableComponent>(out var component)
&& entity.Transform.IsMapTransform
&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
{
foundEntities.Add((entity, drawDepthClicked, renderOrder));
}
}
if (foundEntities.Count == 0)
return new List<IEntity>();
foundEntities.Sort(new ClickableEntityComparer());
// 0 is the top element.
foundEntities.Reverse();
return foundEntities.Select(a => a.clicked).ToList();
}
/// <summary>
/// Gets all entities intersecting the given position.
///
/// Static alternative to GetEntitiesUnderPosition to cut out
/// some of the boilerplate needed to get state manager and check the current state.
/// </summary>
/// <param name="stateManager">state manager to use to get the current game screen</param>
/// <param name="coordinates">coordinates to check</param>
/// <returns>the entities under the position, empty list if none found</returns>
public static IList<IEntity> GetEntitiesUnderPosition(IStateManager stateManager, GridCoordinates coordinates)
{
if (stateManager.CurrentState is GameScreenBase gameScreenBase)
{
return gameScreenBase.GetEntitiesUnderPosition(coordinates);
}
return ImmutableList<IEntity>.Empty;
}
internal class ClickableEntityComparer : IComparer<(IEntity clicked, int depth, uint renderOrder)>
{
public int Compare((IEntity clicked, int depth, uint renderOrder) x,
(IEntity clicked, int depth, uint renderOrder) y)
{
var val = x.depth.CompareTo(y.depth);
if (val != 0)
{
return val;
}
// Turning this off it can make picking stuff out of lockers and such up a bit annoying.
/*
val = x.renderOrder.CompareTo(y.renderOrder);
if (val != 0)
{
return val;
}
*/
var transx = x.clicked.Transform;
var transy = y.clicked.Transform;
val = transx.GridPosition.Y.CompareTo(transy.GridPosition.Y);
if (val != 0)
{
return val;
}
return x.clicked.Uid.CompareTo(y.clicked.Uid);
}
}
/// <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>
private void OnKeyBindStateChanged(BoundKeyEventArgs 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 func = args.Function;
var funcId = InputManager.NetworkBindMap.KeyFunctionID(func);
var mousePosWorld = EyeManager.ScreenToMap(args.PointerLocation);
var entityToClick = GetEntityUnderPosition(mousePosWorld);
if (!MapManager.TryFindGridAt(mousePosWorld, out var grid))
grid = MapManager.GetDefaultGrid(mousePosWorld.MapId);
var message = new FullInputCmdMessage(Timing.CurTick, Timing.TickFraction, funcId, args.State,
grid.MapToGrid(mousePosWorld), args.PointerLocation,
entityToClick?.Uid ?? EntityUid.Invalid);
// client side command handlers will always be sent the local player session.
var session = PlayerManager.LocalPlayer.Session;
inputSys.HandleInputCommand(session, func, message);
}
}
}