281 lines
11 KiB
C#
281 lines
11 KiB
C#
using Content.Client.Tabletop.Components;
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using Content.Client.Tabletop.UI;
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using Content.Client.Viewport;
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using Content.Shared.Tabletop;
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using Content.Shared.Tabletop.Events;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Tabletop
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{
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[UsedImplicitly]
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public class TabletopSystem : SharedTabletopSystem
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{
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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// Time in seconds to wait until sending the location of a dragged entity to the server again
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private const float Delay = 1f / 10; // 10 Hz
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private float _timePassed; // Time passed since last update sent to the server.
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private IEntity? _draggedEntity; // Entity being dragged
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private ScalingViewport? _viewport; // Viewport currently being used
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private SS14Window? _window; // Current open tabletop window (only allow one at a time)
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private IEntity? _table; // The table entity of the currently open game session
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public override void Initialize()
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{
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false))
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.Register<TabletopSystem>();
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SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentHandleState>(HandleComponentState);
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}
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public override void Update(float frameTime)
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{
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// If there is no player entity, return
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if (_playerManager.LocalPlayer is not { ControlledEntity: { } playerEntity }) return;
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if (StunnedOrNoHands(playerEntity))
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{
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StopDragging();
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}
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if (!CanSeeTable(playerEntity, _table))
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{
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StopDragging();
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_window?.Close();
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return;
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}
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// If no entity is being dragged or no viewport is clicked, return
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if (_draggedEntity == null || _viewport == null) return;
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// Make sure the dragged entity has a draggable component
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if (!_draggedEntity.TryGetComponent<TabletopDraggableComponent>(out var draggableComponent)) return;
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// If the dragged entity has another dragging player, drop the item
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// This should happen if the local player is dragging an item, and another player grabs it out of their hand
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if (draggableComponent.DraggingPlayer != null &&
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draggableComponent.DraggingPlayer != _playerManager.LocalPlayer?.Session.UserId)
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{
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StopDragging(false);
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return;
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}
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// Map mouse position to EntityCoordinates
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var coords = _viewport.ScreenToMap(_inputManager.MouseScreenPosition.Position);
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// Clamp coordinates to viewport
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var clampedCoords = ClampPositionToViewport(coords, _viewport);
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if (clampedCoords.Equals(MapCoordinates.Nullspace)) return;
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// Move the entity locally every update
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_draggedEntity.Transform.WorldPosition = clampedCoords.Position;
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// Increment total time passed
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_timePassed += frameTime;
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// Only send new position to server when Delay is reached
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if (_timePassed >= Delay && _table != null)
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{
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RaiseNetworkEvent(new TabletopMoveEvent(_draggedEntity.Uid, clampedCoords, _table.Uid));
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_timePassed -= Delay;
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}
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}
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#region Event handlers
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/// <summary>
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/// Runs when the player presses the "Play Game" verb on a tabletop game.
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/// Opens a viewport where they can then play the game.
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/// </summary>
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private void OnTabletopPlay(TabletopPlayEvent msg)
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{
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// Close the currently opened window, if it exists
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_window?.Close();
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_table = EntityManager.GetEntity(msg.TableUid);
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// Get the camera entity that the server has created for us
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var camera = EntityManager.GetEntity(msg.CameraUid);
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if (!EntityManager.TryGetComponent<EyeComponent>(camera.Uid, out var eyeComponent))
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{
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// If there is no eye, print error and do not open any window
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Logger.Error("Camera entity does not have eye component!");
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return;
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}
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// Create a window to contain the viewport
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_window = new TabletopWindow(eyeComponent.Eye, (msg.Size.X, msg.Size.Y))
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{
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MinWidth = 500,
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MinHeight = 436,
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Title = msg.Title
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};
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_window.OnClose += OnWindowClose;
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}
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private void HandleComponentState(EntityUid uid, TabletopDraggableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not TabletopDraggableComponentState state) return;
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component.DraggingPlayer = state.DraggingPlayer;
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}
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private void OnWindowClose()
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{
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if (_table != null)
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{
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RaiseNetworkEvent(new TabletopStopPlayingEvent(_table.Uid));
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}
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StopDragging();
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_window = null;
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}
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private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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return args.State switch
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{
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BoundKeyState.Down => OnMouseDown(args),
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BoundKeyState.Up => OnMouseUp(args),
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_ => false
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};
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}
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private bool OnMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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// Return if no player entity
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if (_playerManager.LocalPlayer is not { ControlledEntity: { } playerEntity }) return false;
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// Return if can not see table or stunned/no hands
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if (!CanSeeTable(playerEntity, _table) || StunnedOrNoHands(playerEntity))
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{
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return false;
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}
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// Set the entity being dragged and the viewport under the mouse
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if (!EntityManager.TryGetEntity(args.EntityUid, out var draggedEntity))
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{
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return false;
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}
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// Make sure that entity can be dragged
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if (!EntityManager.HasComponent<TabletopDraggableComponent>(draggedEntity.Uid))
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{
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return false;
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}
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// Try to get the viewport under the cursor
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if (_uiManger.MouseGetControl(args.ScreenCoordinates) as ScalingViewport is not { } viewport)
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{
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return false;
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}
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StartDragging(draggedEntity, viewport);
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return true;
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}
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private bool OnMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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StopDragging();
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return false;
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}
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#endregion
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#region Utility
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/// <summary>
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/// Start dragging an entity in a specific viewport.
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/// </summary>
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/// <param name="draggedEntity">The entity that we start dragging.</param>
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/// <param name="viewport">The viewport in which we are dragging.</param>
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private void StartDragging(IEntity draggedEntity, ScalingViewport viewport)
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{
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RaiseNetworkEvent(new TabletopDraggingPlayerChangedEvent(draggedEntity.Uid, _playerManager.LocalPlayer?.UserId));
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if (draggedEntity.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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appearance.SetData(TabletopItemVisuals.Scale, new Vector2(1.25f, 1.25f));
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appearance.SetData(TabletopItemVisuals.DrawDepth, (int) DrawDepth.Items + 1);
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}
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_draggedEntity = draggedEntity;
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_viewport = viewport;
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}
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/// <summary>
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/// Stop dragging the entity.
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/// </summary>
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/// <param name="broadcast">Whether to tell other clients that we stopped dragging.</param>
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private void StopDragging(bool broadcast = true)
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{
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// Set the dragging player on the component to noone
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if (broadcast && _draggedEntity != null && _draggedEntity.HasComponent<TabletopDraggableComponent>())
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{
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RaiseNetworkEvent(new TabletopDraggingPlayerChangedEvent(_draggedEntity.Uid, null));
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}
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_draggedEntity = null;
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_viewport = null;
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}
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/// <summary>
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/// Clamps coordinates within a viewport. ONLY WORKS FOR 90 DEGREE ROTATIONS!
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/// </summary>
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/// <param name="coordinates">The coordinates to be clamped.</param>
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/// <param name="viewport">The viewport to clamp the coordinates to.</param>
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/// <returns>Coordinates clamped to the viewport.</returns>
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private static MapCoordinates ClampPositionToViewport(MapCoordinates coordinates, ScalingViewport viewport)
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{
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if (coordinates == MapCoordinates.Nullspace) return MapCoordinates.Nullspace;
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var eye = viewport.Eye;
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if (eye == null) return MapCoordinates.Nullspace;
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var size = (Vector2) viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
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var eyePosition = eye.Position.Position;
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var eyeRotation = eye.Rotation;
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var eyeScale = eye.Scale;
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var min = (eyePosition - size / 2) / eyeScale;
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var max = (eyePosition + size / 2) / eyeScale;
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// If 90/270 degrees rotated, flip X and Y
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if (MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, 90d) || MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, -90d))
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{
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(min.Y, min.X) = (min.X, min.Y);
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(max.Y, max.X) = (max.X, max.Y);
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}
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var clampedPosition = Vector2.Clamp(coordinates.Position, min, max);
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// Use the eye's map ID, we don't want anything moving to a different map!
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return new MapCoordinates(clampedPosition, eye.Position.MapId);
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}
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#endregion
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}
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}
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