Examine prediction (#23565)

* Initial prediction

* new group handling

* groups for all examines that use multiple rn

* compile

* why was it doing this??

* handle newlines with sorting properly
This commit is contained in:
Kara
2024-01-05 23:53:13 -07:00
committed by GitHub
parent 731cfc278a
commit 0ae3858b69
41 changed files with 693 additions and 431 deletions

View File

@@ -81,27 +81,30 @@ namespace Content.Client.Construction
private void HandleConstructionGhostExamined(EntityUid uid, ConstructionGhostComponent component, ExaminedEvent args)
{
if (component.Prototype == null) return;
args.PushMarkup(Loc.GetString(
"construction-ghost-examine-message",
("name", component.Prototype.Name)));
if (!_prototypeManager.TryIndex(component.Prototype.Graph, out ConstructionGraphPrototype? graph))
if (component.Prototype == null)
return;
var startNode = graph.Nodes[component.Prototype.StartNode];
if (!graph.TryPath(component.Prototype.StartNode, component.Prototype.TargetNode, out var path) ||
!startNode.TryGetEdge(path[0].Name, out var edge))
using (args.PushGroup(nameof(ConstructionGhostComponent)))
{
return;
}
args.PushMarkup(Loc.GetString(
"construction-ghost-examine-message",
("name", component.Prototype.Name)));
foreach (ConstructionGraphStep step in edge.Steps)
{
args.Message.PushNewline();
step.DoExamine(args);
if (!_prototypeManager.TryIndex(component.Prototype.Graph, out ConstructionGraphPrototype? graph))
return;
var startNode = graph.Nodes[component.Prototype.StartNode];
if (!graph.TryPath(component.Prototype.StartNode, component.Prototype.TargetNode, out var path) ||
!startNode.TryGetEdge(path[0].Name, out var edge))
{
return;
}
foreach (var step in edge.Steps)
{
step.DoExamine(args);
}
}
}

View File

@@ -366,13 +366,14 @@ namespace Content.Client.Examine
var canSeeClearly = !HasComp<BlurryVisionComponent>(playerEnt);
OpenTooltip(playerEnt.Value, entity, centeredOnCursor, false, knowTarget: canSeeClearly);
if (IsClientSide(entity)
|| _client.RunLevel == ClientRunLevel.SinglePlayerGame) // i.e. a replay
{
message = GetExamineText(entity, playerEnt);
UpdateTooltipInfo(playerEnt.Value, entity, message);
}
else
// Always update tooltip info from client first.
// If we get it wrong, server will correct us later anyway.
// This will usually be correct (barring server-only components, which generally only adds, not replaces text)
message = GetExamineText(entity, playerEnt);
UpdateTooltipInfo(playerEnt.Value, entity, message);
if (!IsClientSide(entity))
{
// Ask server for extra examine info.
if (entity != _lastExaminedEntity)
@@ -383,7 +384,6 @@ namespace Content.Client.Examine
}
RaiseLocalEvent(entity, new ClientExaminedEvent(entity, playerEnt.Value));
_lastExaminedEntity = entity;
}