2022-05-22 12:31:46 +10:00
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using Content.Client.CombatMode;
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2022-09-04 17:21:14 -07:00
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using Content.Client.Gameplay;
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2022-01-15 10:23:52 +11:00
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using Content.Client.Outline;
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2021-11-07 01:05:51 +01:00
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using Content.Shared.ActionBlocker;
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2022-04-09 09:17:52 +12:00
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using Content.Shared.CCVar;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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2022-02-15 17:06:52 +13:00
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using Content.Shared.Interaction.Events;
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2021-09-26 15:18:45 +02:00
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using Content.Shared.Popups;
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2020-07-06 14:27:03 -07:00
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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2021-02-11 01:13:03 -08:00
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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2021-01-11 22:14:01 +11:00
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using Robust.Client.Player;
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2021-02-11 01:13:03 -08:00
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using Robust.Client.State;
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2022-04-09 09:17:52 +12:00
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using Robust.Shared.Configuration;
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2020-07-06 14:27:03 -07:00
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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2023-02-14 00:29:34 +11:00
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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2020-07-06 14:27:03 -07:00
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using Robust.Shared.Prototypes;
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2021-03-15 21:55:49 +01:00
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using Robust.Shared.Utility;
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2023-07-08 14:08:32 +10:00
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using System.Numerics;
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2021-06-09 22:19:39 +02:00
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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2020-07-06 14:27:03 -07:00
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2023-02-14 00:29:34 +11:00
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namespace Content.Client.DragDrop;
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/// <summary>
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/// Handles clientside drag and drop logic
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/// </summary>
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[UsedImplicitly]
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public sealed class DragDropSystem : SharedDragDropSystem
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{
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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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private ISawmill _sawmill = 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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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetOutOfRange = "SelectionOutline";
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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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private 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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_sawmill = Logger.GetSawmill("drag_drop");
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UpdatesOutsidePrediction = true;
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UpdatesAfter.Add(typeof(SharedEyeSystem));
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_cfgMan.OnValueChanged(CCVars.DragDropDeadZone, SetDeadZone, true);
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_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(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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_cfgMan.UnsubValueChanged(CCVars.DragDropDeadZone, SetDeadZone);
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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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2023-02-14 00:29:34 +11:00
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_draggedEntity = null;
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_state = DragState.NotDragging;
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_mouseDownScreenPos = null;
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2020-07-06 14:27:03 -07:00
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2023-02-14 00:29:34 +11:00
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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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2020-07-06 14:27:03 -07:00
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2023-02-14 00:29:34 +11:00
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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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2020-07-06 14:27:03 -07:00
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return false;
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}
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2023-02-14 00:29:34 +11:00
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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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2020-07-06 14:27:03 -07:00
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2023-09-11 09:42:41 +10:00
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var entity = args.EntityUid;
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2023-02-14 00:29:34 +11:00
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// possibly initiating a drag
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// check if the clicked entity is draggable
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2023-09-11 09:42:41 +10:00
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if (!Exists(entity))
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2023-02-14 00:29:34 +11:00
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{
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return false;
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}
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Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
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2023-02-14 00:29:34 +11:00
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// check if the entity is reachable
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2023-09-11 09:42:41 +10:00
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if (!_interactionSystem.InRangeUnobstructed(dragger, entity))
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2023-02-14 00:29:34 +11:00
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{
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return false;
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}
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2021-02-27 04:12:09 +01:00
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2023-02-14 00:29:34 +11:00
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var ev = new CanDragEvent();
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Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
|
|
|
|
2023-09-11 09:42:41 +10:00
|
|
|
RaiseLocalEvent(entity, ref ev);
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (ev.Handled != true)
|
|
|
|
|
return false;
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-09-11 09:42:41 +10:00
|
|
|
_draggedEntity = entity;
|
2023-02-14 00:29:34 +11:00
|
|
|
_state = DragState.MouseDown;
|
|
|
|
|
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
|
|
|
|
|
_mouseDownTime = 0;
|
2021-02-27 04:12:09 +01:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// don't want anything else to process the click,
|
|
|
|
|
// but we will save the event so we can "re-play" it if this drag does
|
|
|
|
|
// not turn into an actual drag so the click can be handled normally
|
|
|
|
|
_savedMouseDown = args;
|
2021-02-27 04:12:09 +01:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
return true;
|
2021-02-27 04:12:09 +01:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
}
|
2021-02-27 04:12:09 +01:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
private void StartDrag()
|
|
|
|
|
{
|
|
|
|
|
if (!Exists(_draggedEntity))
|
|
|
|
|
{
|
|
|
|
|
// something happened to the clicked entity or we moved the mouse off the target so
|
|
|
|
|
// we shouldn't replay the original click
|
|
|
|
|
return;
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
_state = DragState.Dragging;
|
|
|
|
|
DebugTools.Assert(_dragShadow == null);
|
|
|
|
|
_outline.SetEnabled(false);
|
|
|
|
|
HighlightTargets();
|
|
|
|
|
|
|
|
|
|
if (TryComp<SpriteComponent>(_draggedEntity, out var draggedSprite))
|
2020-12-13 14:28:20 -08:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
// pop up drag shadow under mouse
|
2023-08-12 16:43:07 -07:00
|
|
|
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
2023-02-14 00:29:34 +11:00
|
|
|
_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
|
|
|
|
|
var dragSprite = Comp<SpriteComponent>(_dragShadow.Value);
|
|
|
|
|
dragSprite.CopyFrom(draggedSprite);
|
|
|
|
|
dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
|
|
|
|
|
dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
|
|
|
|
|
// keep it on top of everything
|
|
|
|
|
dragSprite.DrawDepth = (int) DrawDepth.Overlays;
|
|
|
|
|
if (!dragSprite.NoRotation)
|
2023-09-01 12:30:29 +10:00
|
|
|
{
|
|
|
|
|
Transform(_dragShadow.Value).WorldRotation = Transform(_draggedEntity.Value).WorldRotation;
|
|
|
|
|
}
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// drag initiated
|
|
|
|
|
return;
|
|
|
|
|
}
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
_sawmill.Warning($"Unable to display drag shadow for {ToPrettyString(_draggedEntity.Value)} because it has no sprite component.");
|
|
|
|
|
}
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
private bool UpdateDrag(float frameTime)
|
|
|
|
|
{
|
|
|
|
|
if (!Exists(_draggedEntity) || _combatMode.IsInCombatMode())
|
|
|
|
|
{
|
|
|
|
|
EndDrag();
|
2020-12-13 14:28:20 -08:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var player = _playerManager.LocalPlayer?.ControlledEntity;
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// still in range of the thing we are dragging?
|
|
|
|
|
if (player == null || !_interactionSystem.InRangeUnobstructed(player.Value, _draggedEntity.Value))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (_dragShadow == null)
|
|
|
|
|
return false;
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
_targetRecheckTime += frameTime;
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (_targetRecheckTime > TargetRecheckInterval)
|
2020-12-13 14:28:20 -08:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
HighlightTargets();
|
|
|
|
|
_targetRecheckTime -= TargetRecheckInterval;
|
2020-12-13 14:28:20 -08:00
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
|
|
|
|
{
|
|
|
|
|
if (_state == DragState.MouseDown)
|
2020-07-06 14:27:03 -07:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
|
|
|
|
|
// replaying the original cmd
|
|
|
|
|
try
|
2020-07-06 14:27:03 -07:00
|
|
|
{
|
2020-12-13 14:28:20 -08:00
|
|
|
if (_savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
|
|
|
|
|
{
|
|
|
|
|
var savedValue = _savedMouseDown.Value;
|
|
|
|
|
_isReplaying = true;
|
|
|
|
|
// adjust the timing info based on the current tick so it appears as if it happened now
|
|
|
|
|
var replayMsg = savedValue.OriginalMessage;
|
2023-02-14 00:29:34 +11:00
|
|
|
|
2023-09-11 09:42:41 +10:00
|
|
|
switch (replayMsg)
|
|
|
|
|
{
|
|
|
|
|
case ClientFullInputCmdMessage clientInput:
|
|
|
|
|
replayMsg = new ClientFullInputCmdMessage(args.OriginalMessage.Tick,
|
|
|
|
|
args.OriginalMessage.SubTick,
|
|
|
|
|
replayMsg.InputFunctionId)
|
|
|
|
|
{
|
|
|
|
|
State = replayMsg.State,
|
|
|
|
|
Coordinates = clientInput.Coordinates,
|
|
|
|
|
ScreenCoordinates = clientInput.ScreenCoordinates,
|
|
|
|
|
Uid = clientInput.Uid,
|
|
|
|
|
};
|
|
|
|
|
break;
|
|
|
|
|
case FullInputCmdMessage fullInput:
|
|
|
|
|
replayMsg = new FullInputCmdMessage(args.OriginalMessage.Tick,
|
|
|
|
|
args.OriginalMessage.SubTick,
|
|
|
|
|
replayMsg.InputFunctionId, replayMsg.State, fullInput.Coordinates, fullInput.ScreenCoordinates,
|
|
|
|
|
fullInput.Uid);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
throw new ArgumentOutOfRangeException();
|
|
|
|
|
}
|
2020-12-13 14:28:20 -08:00
|
|
|
|
2021-01-11 22:14:01 +11:00
|
|
|
if (savedValue.Session != null)
|
|
|
|
|
{
|
2023-09-11 09:42:41 +10:00
|
|
|
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, replayMsg,
|
2023-02-14 00:29:34 +11:00
|
|
|
true);
|
2021-01-11 22:14:01 +11:00
|
|
|
}
|
|
|
|
|
|
2020-12-13 14:28:20 -08:00
|
|
|
_isReplaying = false;
|
|
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
2023-02-14 00:29:34 +11:00
|
|
|
finally
|
2021-01-11 22:14:01 +11:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
EndDrag();
|
2021-01-11 22:14:01 +11:00
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
return false;
|
|
|
|
|
}
|
2022-01-15 10:23:52 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var localPlayer = _playerManager.LocalPlayer?.ControlledEntity;
|
Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (localPlayer == null || !Exists(_draggedEntity))
|
|
|
|
|
{
|
|
|
|
|
EndDrag();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
IEnumerable<EntityUid> entities;
|
2023-09-11 09:42:41 +10:00
|
|
|
var coords = args.Coordinates;
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (_stateManager.CurrentState is GameplayState screen)
|
|
|
|
|
{
|
2023-09-11 09:42:41 +10:00
|
|
|
entities = screen.GetClickableEntities(coords);
|
2023-02-14 00:29:34 +11:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
entities = Array.Empty<EntityUid>();
|
|
|
|
|
}
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var outOfRange = false;
|
|
|
|
|
var user = localPlayer.Value;
|
2020-10-14 15:24:07 +02:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
foreach (var entity in entities)
|
|
|
|
|
{
|
|
|
|
|
if (entity == _draggedEntity)
|
|
|
|
|
continue;
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// check if it's able to be dropped on by current dragged entity
|
|
|
|
|
var valid = ValidDragDrop(user, _draggedEntity.Value, entity);
|
2020-10-14 15:24:07 +02:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (valid != true) continue;
|
2020-10-14 15:24:07 +02:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (!_interactionSystem.InRangeUnobstructed(user, entity)
|
|
|
|
|
|| !_interactionSystem.InRangeUnobstructed(user, _draggedEntity.Value))
|
2021-01-11 22:14:01 +11:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
outOfRange = true;
|
|
|
|
|
continue;
|
2021-01-11 22:14:01 +11:00
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// tell the server about the drop attempt
|
2023-09-11 09:42:41 +10:00
|
|
|
RaiseNetworkEvent(new DragDropRequestEvent(GetNetEntity(_draggedEntity.Value), GetNetEntity(entity)));
|
2023-02-14 00:29:34 +11:00
|
|
|
EndDrag();
|
|
|
|
|
return true;
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (outOfRange)
|
2020-07-06 14:27:03 -07:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
_popup.PopupEntity(Loc.GetString("drag-drop-system-out-of-range-text"), _draggedEntity.Value, Filter.Local(), true);
|
|
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
EndDrag();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// TODO make this just use TargetOutlineSystem
|
|
|
|
|
private void HighlightTargets()
|
|
|
|
|
{
|
|
|
|
|
if (!Exists(_draggedEntity) ||
|
|
|
|
|
!Exists(_dragShadow))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var user = _playerManager.LocalPlayer?.ControlledEntity;
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (user == null)
|
|
|
|
|
return;
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// highlights the possible targets which are visible
|
|
|
|
|
// and able to be dropped on by the current dragged entity
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// remove current highlights
|
|
|
|
|
RemoveHighlights();
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// find possible targets on screen even if not reachable
|
|
|
|
|
// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
|
2023-08-12 16:43:07 -07:00
|
|
|
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
2023-07-08 14:08:32 +10:00
|
|
|
var expansion = new Vector2(1.5f, 1.5f);
|
|
|
|
|
|
|
|
|
|
var bounds = new Box2(mousePos.Position - expansion, mousePos.Position + expansion);
|
2023-02-14 00:29:34 +11:00
|
|
|
var pvsEntities = _lookup.GetEntitiesIntersecting(mousePos.MapId, bounds);
|
2022-07-15 14:28:51 +12:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var spriteQuery = GetEntityQuery<SpriteComponent>();
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
foreach (var entity in pvsEntities)
|
2020-07-06 14:27:03 -07:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
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)
|
2020-07-06 14:27:03 -07:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
valid = _interactionSystem.InRangeUnobstructed(user.Value, _draggedEntity.Value)
|
|
|
|
|
&& _interactionSystem.InRangeUnobstructed(user.Value, entity);
|
|
|
|
|
}
|
2022-07-15 14:28:51 +12:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (inRangeSprite.PostShader != null &&
|
|
|
|
|
inRangeSprite.PostShader != _dropTargetInRangeShader &&
|
|
|
|
|
inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
2021-01-11 22:14:01 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// highlight depending on whether its in or out of range
|
|
|
|
|
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
|
|
|
|
|
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
|
|
|
|
|
_highlightedSprites.Add(inRangeSprite);
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
2023-02-14 00:29:34 +11:00
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
private void RemoveHighlights()
|
|
|
|
|
{
|
|
|
|
|
foreach (var highlightedSprite in _highlightedSprites)
|
2021-03-08 21:24:34 +11:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
|
|
|
|
|
continue;
|
2021-11-07 01:05:51 +01:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
highlightedSprite.PostShader = null;
|
|
|
|
|
highlightedSprite.RenderOrder = 0;
|
|
|
|
|
}
|
2022-02-15 17:06:52 +13:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
_highlightedSprites.Clear();
|
|
|
|
|
}
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
/// <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;
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
// CanInteract() doesn't support checking a second "target" entity.
|
|
|
|
|
// Doing so manually:
|
|
|
|
|
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
|
|
|
|
|
RaiseLocalEvent(dragged, ev, true);
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (ev.Cancelled)
|
|
|
|
|
return false;
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var dropEv = new CanDropDraggedEvent(user, target);
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
RaiseLocalEvent(dragged, ref dropEv);
|
2021-03-08 21:24:34 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (dropEv.Handled)
|
|
|
|
|
{
|
|
|
|
|
if (!dropEv.CanDrop)
|
|
|
|
|
return false;
|
2021-03-08 21:24:34 +11:00
|
|
|
}
|
|
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
var dropEv2 = new CanDropTargetEvent(user, dragged);
|
2022-03-01 11:45:44 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
RaiseLocalEvent(target, ref dropEv2);
|
2022-03-01 11:45:44 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
if (dropEv2.Handled)
|
|
|
|
|
return dropEv2.CanDrop;
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
2022-03-01 11:45:44 +11:00
|
|
|
|
2023-02-14 00:29:34 +11:00
|
|
|
public override void Update(float frameTime)
|
|
|
|
|
{
|
|
|
|
|
base.Update(frameTime);
|
|
|
|
|
|
|
|
|
|
switch (_state)
|
|
|
|
|
{
|
|
|
|
|
// check if dragging should begin
|
|
|
|
|
case DragState.MouseDown:
|
2022-03-01 11:45:44 +11:00
|
|
|
{
|
2023-02-14 00:29:34 +11:00
|
|
|
var screenPos = _inputManager.MouseScreenPosition;
|
2023-07-08 14:08:32 +10:00
|
|
|
if ((_mouseDownScreenPos!.Value.Position - screenPos.Position).Length() > _deadzone)
|
2023-02-14 00:29:34 +11:00
|
|
|
{
|
|
|
|
|
StartDrag();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
2022-03-01 11:45:44 +11:00
|
|
|
}
|
2023-02-14 00:29:34 +11:00
|
|
|
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))
|
|
|
|
|
{
|
2023-08-12 16:43:07 -07:00
|
|
|
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
2023-09-01 12:30:29 +10:00
|
|
|
Transform(_dragShadow.Value).WorldPosition = mousePos.Position;
|
2022-03-01 11:45:44 +11:00
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
}
|
|
|
|
|
}
|
2023-02-14 00:29:34 +11:00
|
|
|
|
|
|
|
|
public enum DragState : byte
|
|
|
|
|
{
|
|
|
|
|
NotDragging,
|
|
|
|
|
|
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/// <summary>
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/// Not dragging yet, waiting to see
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/// if they hold for long enough
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/// </summary>
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MouseDown,
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/// <summary>
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/// Currently dragging something
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/// </summary>
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Dragging,
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}
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