* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
406 lines
17 KiB
C#
406 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Client.State;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Graphics.Shaders;
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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.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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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.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.GameObjects.EntitySystems
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{
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/// <summary>
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/// Handles clientside drag and drop logic
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/// </summary>
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[UsedImplicitly]
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public class DragDropSystem : EntitySystem
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{
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// drag will be triggered when mouse leaves this deadzone around the click position.
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private const float DragDeadzone = 2f;
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// how often to recheck possible targets (prevents calling expensive
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// check logic each update)
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private const float TargetRecheckInterval = 0.25f;
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// if a drag ends up being cancelled and it has been under this
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// amount of time since the mousedown, we will "replay" the original
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// mousedown event so it can be treated like a regular click
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private const float MaxMouseDownTimeForReplayingClick = 0.85f;
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private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
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private const string ShaderDropTargetOutOfRange = "SelectionOutline";
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#pragma warning disable 649
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[Dependency] private readonly IStateManager _stateManager;
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[Dependency] private readonly IEntityManager _entityManager;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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// entity performing the drag action
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private IEntity _dragger;
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private IEntity _draggedEntity;
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private readonly List<IClientDraggable> _draggables = new List<IClientDraggable>();
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private IEntity _dragShadow;
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private DragState _state;
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// time since mouse down over the dragged entity
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private float _mouseDownTime;
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// screen pos where the mouse down began
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private Vector2 _mouseDownScreenPos;
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// how much time since last recheck of all possible targets
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private float _targetRecheckTime;
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// reserved initial mousedown event so we can replay it if no drag ends up being performed
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private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
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// whether we are currently replaying the original mouse down, so we
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// can ignore any events sent to this system
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private bool _isReplaying;
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private ShaderInstance _dropTargetInRangeShader;
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private ShaderInstance _dropTargetOutOfRangeShader;
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private SharedInteractionSystem _interactionSystem;
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private InputSystem _inputSystem;
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private List<SpriteComponent> highlightedSprites = new List<SpriteComponent>();
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private enum DragState
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{
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NotDragging,
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// not dragging yet, waiting to see
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// if they hold for long enough
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MouseDown,
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// currently dragging something
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Dragging,
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}
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public override void Initialize()
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{
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_state = DragState.NotDragging;
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_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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_interactionSystem = EntitySystem.Get<SharedInteractionSystem>();
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_inputSystem = EntitySystem.Get<InputSystem>();
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// needs to fire on mouseup and mousedown so we can detect a drag / drop
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false))
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.Register<DragDropSystem>();
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}
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public override void Shutdown()
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{
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CancelDrag(false, null);
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CommandBinds.Unregister<DragDropSystem>();
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base.Shutdown();
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}
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private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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// not currently predicted
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if (_inputSystem.Predicted) return false;
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// currently replaying a saved click, don't handle this because
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// we already decided this click doesn't represent an actual drag attempt
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if (_isReplaying) return false;
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if (args.State == BoundKeyState.Down)
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{
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return OnUseMouseDown(args);
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}
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else if (args.State == BoundKeyState.Up)
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{
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return OnUseMouseUp(args);
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}
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return false;
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}
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private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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var dragger = args.Session.AttachedEntity;
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// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
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// the mouse, canceling the drag, but just being cautious)
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CancelDrag(false, null);
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// possibly initiating a drag
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// check if the clicked entity is draggable
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if (_entityManager.TryGetEntity(args.EntityUid, out var entity))
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{
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// check if the entity is reachable
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if (_interactionSystem.InRangeUnobstructed(dragger.Transform.MapPosition,
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entity.Transform.MapPosition, ignoredEnt: dragger) == false)
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{
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return false;
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}
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var canDrag = false;
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foreach (var draggable in entity.GetAllComponents<IClientDraggable>())
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{
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var dragEventArgs = new CanDragEventArgs(args.Session.AttachedEntity, entity);
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if (draggable.ClientCanDrag(dragEventArgs))
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{
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// wait to initiate a drag
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_dragger = dragger;
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_draggedEntity = entity;
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_draggables.Add(draggable);
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_mouseDownTime = 0;
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_state = DragState.MouseDown;
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_mouseDownScreenPos = _inputManager.MouseScreenPosition;
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// don't want anything else to process the click,
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// but we will save the event so we can "re-play" it if this drag does
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// not turn into an actual drag so the click can be handled normally
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_savedMouseDown = args;
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canDrag = true;
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}
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}
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return canDrag;
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}
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return false;
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}
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private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (_state == DragState.MouseDown)
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{
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// quick mouseup, definitely treat it as a normal click by
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// replaying the original
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CancelDrag(true, args.OriginalMessage);
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return false;
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}
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if (_state != DragState.Dragging) return false;
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// remaining CancelDrag calls will not replay the click because
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// by this time we've determined the input was actually a drag attempt
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// tell the server we are dropping if we are over a valid drop target in range.
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// We don't use args.EntityUid here because drag interactions generally should
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// work even if there's something "on top" of the drop target
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if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
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args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger, ignoreInsideBlocker: true) == false)
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{
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CancelDrag(false, null);
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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foreach (var entity in entities)
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{
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// check if it's able to be dropped on by current dragged entity
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var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, entity);
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var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
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if (anyValidDraggable)
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{
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// tell the server about the drop attempt
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RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
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entity.Uid));
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CancelDrag(false, null);
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return true;
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}
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}
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CancelDrag(false, null);
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return false;
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}
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private void StartDragging()
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{
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// this is checked elsewhere but adding this as a failsafe
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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Logger.Error("Programming error. Cannot initiate drag, no dragged entity or entity" +
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" was deleted.");
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return;
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}
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if (_draggedEntity.TryGetComponent<SpriteComponent>(out var draggedSprite))
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{
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_state = DragState.Dragging;
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// pop up drag shadow under mouse
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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_dragShadow = _entityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = _dragShadow.GetComponent<SpriteComponent>();
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dragSprite.CopyFrom(draggedSprite);
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dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
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dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
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// keep it on top of everything
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dragSprite.DrawDepth = (int) DrawDepth.Overlays;
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HighlightTargets();
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}
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else
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{
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Logger.Warning("Unable to display drag shadow for {0} because it" +
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" has no sprite component.", _draggedEntity.Name);
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}
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}
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private void HighlightTargets()
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{
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if (_state != DragState.Dragging || _draggedEntity == null ||
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_draggedEntity.Deleted || _dragShadow == null || _dragShadow.Deleted)
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{
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Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
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"dragging anything or dragged entity / shadow was deleted.");
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return;
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}
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// highlights the possible targets which are visible
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// and able to be dropped on by the current dragged entity
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// remove current highlights
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RemoveHighlights();
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// find possible targets on screen even if not reachable
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// TODO: Duplicated in SpriteSystem
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var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
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var pvsEntities = EntityManager.GetEntitiesIntersecting(_eyeManager.CurrentMap, pvsBounds, true);
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foreach (var pvsEntity in pvsEntities)
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{
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if (pvsEntity.TryGetComponent<SpriteComponent>(out var inRangeSprite))
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{
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// can't highlight if there's no sprite or it's not visible
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if (inRangeSprite.Visible == false) continue;
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// check if it's able to be dropped on by current dragged entity
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var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity);
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var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
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if (anyValidDraggable)
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{
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// highlight depending on whether its in or out of range
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var inRange = _interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
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pvsEntity.Transform.MapPosition, ignoredEnt: _dragger);
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inRangeSprite.PostShader = inRange ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
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inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
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highlightedSprites.Add(inRangeSprite);
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}
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}
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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 highlightedSprite in highlightedSprites)
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{
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highlightedSprite.PostShader = null;
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highlightedSprite.RenderOrder = 0;
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}
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highlightedSprites.Clear();
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}
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/// <summary>
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/// Cancels the drag, firing our saved drag event if instructed to do so and
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/// we are within the threshold for replaying the click
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/// (essentially reverting the drag attempt and allowing the original click
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/// to proceed as if no drag was performed)
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/// </summary>
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/// <param name="cause">if fireSavedCmd is true, this should be passed with the value of
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/// the pointer cmd that caused the drag to be cancelled</param>
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private void CancelDrag(bool fireSavedCmd, FullInputCmdMessage cause)
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{
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RemoveHighlights();
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if (_dragShadow != null)
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{
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_entityManager.DeleteEntity(_dragShadow);
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}
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_dragShadow = null;
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_draggedEntity = null;
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_draggables.Clear();
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_dragger = null;
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_state = DragState.NotDragging;
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_mouseDownTime = 0;
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if (fireSavedCmd && _savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
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{
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var savedValue = _savedMouseDown.Value;
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_isReplaying = true;
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// adjust the timing info based on the current tick so it appears as if it happened now
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var replayMsg = savedValue.OriginalMessage;
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var adjustedInputMsg = new FullInputCmdMessage(cause.Tick, cause.SubTick, replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
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_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
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adjustedInputMsg, true);
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_isReplaying = false;
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}
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_savedMouseDown = null;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_state == DragState.MouseDown)
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{
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var screenPos = _inputManager.MouseScreenPosition;
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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// something happened to the clicked entity or we moved the mouse off the target so
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// we shouldn't replay the original click
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CancelDrag(false, null);
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return;
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}
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else if ((_mouseDownScreenPos - screenPos).Length > DragDeadzone)
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{
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// initiate actual drag
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StartDragging();
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_mouseDownTime = 0;
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}
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}
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else if (_state == DragState.Dragging)
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{
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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CancelDrag(false, null);
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return;
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}
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// still in range of the thing we are dragging?
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if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
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_draggedEntity.Transform.MapPosition, ignoredEnt: _dragger) == false)
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{
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CancelDrag(false, null);
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return;
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}
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// keep dragged entity under mouse
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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// TODO: would use MapPosition instead if it had a setter, but it has no setter.
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// is that intentional, or should we add a setter for Transform.MapPosition?
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_dragShadow.Transform.WorldPosition = mousePos.Position;
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_targetRecheckTime += frameTime;
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if (_targetRecheckTime > TargetRecheckInterval)
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{
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HighlightTargets();
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_targetRecheckTime = 0;
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}
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}
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}
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}
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}
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