mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
582 lines
19 KiB
C#
582 lines
19 KiB
C#
using System.Numerics;
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using Content.Client.CombatMode;
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using Content.Client.Gameplay;
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using Content.Client.Outline;
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using Content.Shared.ActionBlocker;
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using Content.Shared.CCVar;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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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.State;
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using Robust.Shared.Configuration;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Interaction;
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/// <summary>
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/// Handles clientside drag and drop logic
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/// </summary>
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public sealed class DragDropSystem : SharedDragDropSystem
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{
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private static readonly ProtoId<ShaderPrototype> ShaderDropTargetInRange = "SelectionOutlineInrange";
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private static readonly ProtoId<ShaderPrototype> ShaderDropTargetOutOfRange = "SelectionOutline";
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfgMan = default!;
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[Dependency] private readonly InteractionOutlineSystem _outline = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly CombatModeSystem _combatMode = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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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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/// <summary>
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/// Current entity being dragged around.
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/// </summary>
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private EntityUid? _draggedEntity;
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/// <summary>
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/// If an entity is being dragged is there a drag shadow.
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/// </summary>
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private EntityUid? _dragShadow;
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/// <summary>
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/// Time since mouse down over the dragged entity
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/// </summary>
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private float _mouseDownTime;
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/// <summary>
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/// how much time since last recheck of all possible targets
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/// </summary>
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private float _targetRecheckTime;
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/// <summary>
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/// Reserved initial mousedown event so we can replay it if no drag ends up being performed
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/// </summary>
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private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
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/// <summary>
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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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/// </summary>
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private bool _isReplaying;
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public float Deadzone;
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private DragState _state = DragState.NotDragging;
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/// <summary>
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/// screen pos where the mouse down began for the drag
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/// </summary>
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private ScreenCoordinates? _mouseDownScreenPos;
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private ShaderInstance? _dropTargetInRangeShader;
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private ShaderInstance? _dropTargetOutOfRangeShader;
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private readonly List<SpriteComponent> _highlightedSprites = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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UpdatesAfter.Add(typeof(SharedEyeSystem));
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Subs.CVar(_cfgMan, CCVars.DragDropDeadZone, SetDeadZone, true);
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_dropTargetInRangeShader = _prototypeManager.Index(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index(ShaderDropTargetOutOfRange).Instance();
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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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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
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.Register<DragDropSystem>();
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}
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private void SetDeadZone(float deadZone)
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{
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Deadzone = deadZone;
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}
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public override void Shutdown()
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{
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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)
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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)
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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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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 void EndDrag()
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{
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if (_state == DragState.NotDragging)
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return;
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if (_dragShadow != null)
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{
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Del(_dragShadow.Value);
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_dragShadow = null;
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}
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_draggedEntity = null;
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_state = DragState.NotDragging;
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_mouseDownScreenPos = null;
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RemoveHighlights();
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_outline.SetEnabled(true);
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_mouseDownTime = 0;
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_savedMouseDown = null;
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}
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private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.Session?.AttachedEntity is not { Valid: true } dragger ||
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_combatMode.IsInCombatMode())
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{
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return false;
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}
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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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EndDrag();
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var entity = args.EntityUid;
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// possibly initiating a drag
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// check if the clicked entity is draggable
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if (!Exists(entity))
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{
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return false;
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}
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// check if the entity is reachable
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if (!_interactionSystem.InRangeUnobstructed(dragger, entity))
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{
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return false;
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}
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var ev = new CanDragEvent();
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RaiseLocalEvent(entity, ref ev);
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if (ev.Handled != true)
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return false;
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_draggedEntity = entity;
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_state = DragState.MouseDown;
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_mouseDownScreenPos = args.ScreenCoordinates;
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_mouseDownTime = 0;
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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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return true;
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}
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private void StartDrag()
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{
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if (!Exists(_draggedEntity))
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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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return;
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}
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_state = DragState.Dragging;
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DebugTools.Assert(_dragShadow == null);
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_outline.SetEnabled(false);
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HighlightTargets();
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if (TryComp<SpriteComponent>(_draggedEntity, out var draggedSprite))
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{
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var screenPos = _inputManager.MouseScreenPosition;
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// No _draggedEntity in null window (Happens in tests)
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if (!screenPos.IsValid)
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return;
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// pop up drag shadow under mouse
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var mousePos = _eyeManager.PixelToMap(screenPos);
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_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = Comp<SpriteComponent>(_dragShadow.Value);
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_sprite.CopySprite((_draggedEntity.Value, draggedSprite), (_dragShadow.Value, dragSprite));
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dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
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_sprite.SetColor((_dragShadow.Value, dragSprite), dragSprite.Color.WithAlpha(0.7f));
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// keep it on top of everything
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_sprite.SetDrawDepth((_dragShadow.Value, dragSprite), (int)DrawDepth.Overlays);
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if (!dragSprite.NoRotation)
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{
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_transformSystem.SetWorldRotationNoLerp(_dragShadow.Value, _transformSystem.GetWorldRotation(_draggedEntity.Value));
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}
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// drag initiated
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return;
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}
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Log.Warning($"Unable to display drag shadow for {ToPrettyString(_draggedEntity.Value)} because it has no sprite component.");
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}
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private bool UpdateDrag(float frameTime)
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{
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if (!Exists(_draggedEntity) || _combatMode.IsInCombatMode())
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{
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EndDrag();
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return false;
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}
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var player = _playerManager.LocalEntity;
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// still in range of the thing we are dragging?
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if (player == null || !_interactionSystem.InRangeUnobstructed(player.Value, _draggedEntity.Value))
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{
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return false;
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}
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if (_dragShadow == null)
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return false;
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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 -= TargetRecheckInterval;
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}
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return true;
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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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// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
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// replaying the original cmd
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try
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{
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if (_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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switch (replayMsg)
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{
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case ClientFullInputCmdMessage clientInput:
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replayMsg = new ClientFullInputCmdMessage(args.OriginalMessage.Tick,
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args.OriginalMessage.SubTick,
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replayMsg.InputFunctionId)
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{
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State = replayMsg.State,
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Coordinates = clientInput.Coordinates,
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ScreenCoordinates = clientInput.ScreenCoordinates,
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Uid = clientInput.Uid,
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};
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break;
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case FullInputCmdMessage fullInput:
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replayMsg = new FullInputCmdMessage(args.OriginalMessage.Tick,
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args.OriginalMessage.SubTick,
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replayMsg.InputFunctionId, replayMsg.State, fullInput.Coordinates, fullInput.ScreenCoordinates,
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fullInput.Uid);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (savedValue.Session != null)
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{
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_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, replayMsg,
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true);
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}
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_isReplaying = false;
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}
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}
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finally
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{
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EndDrag();
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}
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return false;
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}
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var localPlayer = _playerManager.LocalEntity;
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if (localPlayer == null || !Exists(_draggedEntity))
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|
{
|
|
EndDrag();
|
|
return false;
|
|
}
|
|
|
|
IEnumerable<EntityUid> entities;
|
|
var coords = args.Coordinates;
|
|
|
|
if (_stateManager.CurrentState is GameplayState screen)
|
|
{
|
|
entities = screen.GetClickableEntities(coords);
|
|
}
|
|
else
|
|
{
|
|
entities = Array.Empty<EntityUid>();
|
|
}
|
|
|
|
var outOfRange = false;
|
|
var user = localPlayer.Value;
|
|
|
|
foreach (var entity in entities)
|
|
{
|
|
if (entity == _draggedEntity)
|
|
continue;
|
|
|
|
// check if it's able to be dropped on by current dragged entity
|
|
var valid = ValidDragDrop(user, _draggedEntity.Value, entity);
|
|
|
|
if (valid != true) continue;
|
|
|
|
if (!_interactionSystem.InRangeUnobstructed(user, entity)
|
|
|| !_interactionSystem.InRangeUnobstructed(user, _draggedEntity.Value))
|
|
{
|
|
outOfRange = true;
|
|
continue;
|
|
}
|
|
|
|
// tell the server about the drop attempt
|
|
RaisePredictiveEvent(new DragDropRequestEvent(GetNetEntity(_draggedEntity.Value), GetNetEntity(entity)));
|
|
EndDrag();
|
|
return true;
|
|
}
|
|
|
|
if (outOfRange)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("drag-drop-system-out-of-range-text"), _draggedEntity.Value, Filter.Local(), true);
|
|
}
|
|
|
|
EndDrag();
|
|
return false;
|
|
}
|
|
|
|
// TODO make this just use TargetOutlineSystem
|
|
private void HighlightTargets()
|
|
{
|
|
if (!Exists(_draggedEntity) ||
|
|
!Exists(_dragShadow))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var user = _playerManager.LocalEntity;
|
|
|
|
if (user == null)
|
|
return;
|
|
|
|
// highlights the possible targets which are visible
|
|
// and able to be dropped on by the current dragged entity
|
|
|
|
// remove current highlights
|
|
RemoveHighlights();
|
|
|
|
// find possible targets on screen even if not reachable
|
|
// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
|
|
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
|
var expansion = new Vector2(1.5f, 1.5f);
|
|
|
|
var bounds = new Box2(mousePos.Position - expansion, mousePos.Position + expansion);
|
|
var pvsEntities = _lookup.GetEntitiesIntersecting(mousePos.MapId, bounds);
|
|
|
|
var spriteQuery = GetEntityQuery<SpriteComponent>();
|
|
|
|
foreach (var entity in pvsEntities)
|
|
{
|
|
if (!spriteQuery.TryGetComponent(entity, out var inRangeSprite) ||
|
|
!inRangeSprite.Visible ||
|
|
entity == _draggedEntity)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var valid = ValidDragDrop(user.Value, _draggedEntity.Value, entity);
|
|
|
|
// check if it's able to be dropped on by current dragged entity
|
|
if (valid == null)
|
|
continue;
|
|
|
|
// We'll do a final check given server-side does this before any dragdrop can take place.
|
|
if (valid.Value)
|
|
{
|
|
valid = _interactionSystem.InRangeUnobstructed(user.Value, _draggedEntity.Value)
|
|
&& _interactionSystem.InRangeUnobstructed(user.Value, entity);
|
|
}
|
|
|
|
if (inRangeSprite.PostShader != null &&
|
|
inRangeSprite.PostShader != _dropTargetInRangeShader &&
|
|
inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// highlight depending on whether its in or out of range
|
|
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
|
|
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
|
|
_highlightedSprites.Add(inRangeSprite);
|
|
}
|
|
}
|
|
|
|
private void RemoveHighlights()
|
|
{
|
|
foreach (var highlightedSprite in _highlightedSprites)
|
|
{
|
|
if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
|
|
continue;
|
|
|
|
highlightedSprite.PostShader = null;
|
|
highlightedSprite.RenderOrder = 0;
|
|
}
|
|
|
|
_highlightedSprites.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Are these args valid for drag-drop?
|
|
/// </summary>
|
|
/// <returns>
|
|
/// Returns null if no interactions are available or the user / target cannot interact with each other.
|
|
/// Returns false if interactions exist but are not available currently.
|
|
/// </returns>
|
|
private bool? ValidDragDrop(EntityUid user, EntityUid dragged, EntityUid target)
|
|
{
|
|
if (!_actionBlockerSystem.CanInteract(user, target))
|
|
return null;
|
|
|
|
// CanInteract() doesn't support checking a second "target" entity.
|
|
// Doing so manually:
|
|
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
|
|
RaiseLocalEvent(dragged, ref ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
var dropEv = new CanDropDraggedEvent(user, target);
|
|
|
|
RaiseLocalEvent(dragged, ref dropEv);
|
|
|
|
if (dropEv.Handled)
|
|
{
|
|
if (!dropEv.CanDrop)
|
|
return false;
|
|
}
|
|
|
|
var dropEv2 = new CanDropTargetEvent(user, dragged);
|
|
|
|
RaiseLocalEvent(target, ref dropEv2);
|
|
|
|
if (dropEv2.Handled)
|
|
return dropEv2.CanDrop;
|
|
|
|
if (dropEv.Handled && dropEv.CanDrop)
|
|
return true;
|
|
|
|
return null;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
switch (_state)
|
|
{
|
|
// check if dragging should begin
|
|
case DragState.MouseDown:
|
|
{
|
|
var screenPos = _inputManager.MouseScreenPosition;
|
|
if ((_mouseDownScreenPos!.Value.Position - screenPos.Position).Length() > Deadzone)
|
|
{
|
|
StartDrag();
|
|
}
|
|
|
|
break;
|
|
}
|
|
case DragState.Dragging:
|
|
UpdateDrag(frameTime);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void FrameUpdate(float frameTime)
|
|
{
|
|
base.FrameUpdate(frameTime);
|
|
|
|
// Update position every frame to make it smooth.
|
|
if (Exists(_dragShadow))
|
|
{
|
|
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
|
_transformSystem.SetWorldPosition(_dragShadow.Value, mousePos.Position);
|
|
}
|
|
}
|
|
}
|
|
|
|
public enum DragState : byte
|
|
{
|
|
NotDragging,
|
|
|
|
/// <summary>
|
|
/// Not dragging yet, waiting to see
|
|
/// if they hold for long enough
|
|
/// </summary>
|
|
MouseDown,
|
|
|
|
/// <summary>
|
|
/// Currently dragging something
|
|
/// </summary>
|
|
Dragging,
|
|
}
|