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Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
305 lines
12 KiB
C#
305 lines
12 KiB
C#
using System.Numerics;
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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.Components;
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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.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.Timing;
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using static Robust.Shared.Input.Binding.PointerInputCmdHandler;
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namespace Content.Client.Tabletop
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{
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[UsedImplicitly]
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public sealed 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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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearance = 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 EntityUid? _draggedEntity; // Entity being dragged
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private ScalingViewport? _viewport; // Viewport currently being used
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private DefaultWindow? _window; // Current open tabletop window (only allow one at a time)
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private EntityUid? _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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base.Initialize();
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UpdatesOutsidePrediction = true;
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true))
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.Bind(EngineKeyFunctions.UseSecondary, new PointerInputCmdHandler(OnUseSecondary, true, true))
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.Register<TabletopSystem>();
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SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentRemove>(HandleDraggableRemoved);
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SubscribeLocalEvent<TabletopDraggableComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void HandleDraggableRemoved(EntityUid uid, TabletopDraggableComponent component, ComponentRemove args)
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{
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if (_draggedEntity == uid)
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StopDragging(false);
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}
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public override void FrameUpdate(float frameTime)
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{
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if (_window == null)
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return;
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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 (!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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if (!CanDrag(playerEntity, _draggedEntity.Value, out var draggableComponent))
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{
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StopDragging();
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return;
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}
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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.PixelToMap(_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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EntityManager.GetComponent<TransformComponent>(_draggedEntity.Value).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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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), clampedCoords, GetNetEntity(_table.Value)));
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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 = GetEntity(msg.TableUid);
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// Get the camera entity that the server has created for us
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var camera = GetEntity(msg.CameraUid);
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if (!EntityManager.TryGetComponent<EyeComponent>(camera, 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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Log.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 OnWindowClose()
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{
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if (_table != null)
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{
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RaiseNetworkEvent(new TabletopStopPlayingEvent(GetNetEntity(_table.Value)));
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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 PointerInputCmdArgs args)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return false;
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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 OnUseSecondary(in PointerInputCmdArgs args)
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{
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if (_draggedEntity != null && _table != null)
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{
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var ev = new TabletopRequestTakeOut
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{
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Entity = GetNetEntity(_draggedEntity.Value),
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TableUid = GetNetEntity(_table.Value)
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};
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RaiseNetworkEvent(ev);
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}
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return false;
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}
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private bool OnMouseDown(in 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})
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return false;
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var entity = args.EntityUid;
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// Return if can not see table or stunned/no hands
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if (!CanSeeTable(playerEntity, _table) || !CanDrag(playerEntity, entity, out _))
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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(entity, viewport);
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return true;
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}
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private bool OnMouseUp(in 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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private void OnAppearanceChange(EntityUid uid, TabletopDraggableComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
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{
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args.Sprite.Scale = scale;
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}
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if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
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{
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args.Sprite.DrawDepth = drawDepth;
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}
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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(EntityUid draggedEntity, ScalingViewport viewport)
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{
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(draggedEntity), true));
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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 && EntityManager.HasComponent<TabletopDraggableComponent>(_draggedEntity.Value))
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{
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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), Transform(_draggedEntity.Value).MapPosition, GetNetEntity(_table!.Value)));
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(_draggedEntity.Value), false));
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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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