Files
tbd-station-14/Content.Client/Viewport/GameScreenBase.cs
2022-02-16 18:23:23 +11:00

165 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.Clickable;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.Viewport
{
// OH GOD.
// Ok actually it's fine.
// Instantiated dynamically through the StateManager, Dependencies will be resolved.
[Virtual]
public class GameScreenBase : State, IEntityEventSubscriber
{
[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!;
private ClickableEntityComparer _comparer = default!;
public override void Startup()
{
_inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
_comparer = new ClickableEntityComparer(_entityManager);
}
public override void Shutdown()
{
_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
}
public EntityUid? GetEntityUnderPosition(MapCoordinates coordinates)
{
var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
}
public IList<EntityUid> GetEntitiesUnderPosition(EntityCoordinates coordinates)
{
return GetEntitiesUnderPosition(coordinates.ToMap(_entityManager));
}
public IList<EntityUid> GetEntitiesUnderPosition(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var entities = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(coordinates.MapId,
Box2.CenteredAround(coordinates.Position, (1, 1)));
var containerSystem = _entitySystemManager.GetEntitySystem<SharedContainerSystem>();
// Check the entities against whether or not we can click them
var foundEntities = new List<(EntityUid clicked, int drawDepth, uint renderOrder)>();
foreach (var entity in entities)
{
if (_entityManager.TryGetComponent<ClickableComponent?>(entity, out var component)
&& !containerSystem.IsEntityInContainer(entity)
&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
{
foundEntities.Add((entity, drawDepthClicked, renderOrder));
}
}
if (foundEntities.Count == 0)
return Array.Empty<EntityUid>();
foundEntities.Sort(_comparer);
// 0 is the top element.
foundEntities.Reverse();
return foundEntities.Select(a => a.clicked).ToList();
}
private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder)>
{
private readonly IEntityManager _entities;
public ClickableEntityComparer(IEntityManager entities)
{
_entities = entities;
}
public int Compare((EntityUid clicked, int depth, uint renderOrder) x,
(EntityUid 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 = _entities.GetComponent<TransformComponent>(x.clicked);
var transY = _entities.GetComponent<TransformComponent>(y.clicked);
val = transX.Coordinates.Y.CompareTo(transY.Coordinates.Y);
if (val != 0)
{
return val;
}
return x.clicked.CompareTo(y.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.ScreenToMap(kArgs.PointerLocation.Position);
entityToClick = GetEntityUnderPosition(mousePosWorld);
coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
EntityCoordinates.FromMap(_mapManager, mousePosWorld);
}
var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, kArgs.State,
coordinates , kArgs.PointerLocation,
entityToClick ?? default); // TODO make entityUid nullable
// client side command handlers will always be sent the local player session.
var session = _playerManager.LocalPlayer?.Session;
if (inputSys.HandleInputCommand(session, func, message))
{
kArgs.Handle();
}
}
}
}