Silence ScreenToWorld warnings (#1098)
This fixes one case of GridCoordinates being used unnecessarily, in GameScreenBase. It replaces other cases with explicit calls to TryFindGridAt and GetDefaultGrid.
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@@ -53,7 +53,7 @@ namespace Content.Client.State
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{
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base.FrameUpdate(e);
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var mousePosWorld = _eyeManager.ScreenToWorld(_inputManager.MouseScreenPosition);
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var mousePosWorld = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var entityToClick = _userInterfaceManager.CurrentlyHovered != null ? null : GetEntityUnderPosition(mousePosWorld);
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var inRange = false;
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@@ -89,17 +89,21 @@ namespace Content.Client.State
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}
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}
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public IEntity GetEntityUnderPosition(GridCoordinates coordinates)
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public IEntity GetEntityUnderPosition(MapCoordinates coordinates)
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{
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var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
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return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
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}
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public IList<IEntity> GetEntitiesUnderPosition(GridCoordinates coordinates)
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{
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return GetEntitiesUnderPosition(coordinates.ToMap(_mapManager));
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}
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public IList<IEntity> GetEntitiesUnderPosition(MapCoordinates coordinates)
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{
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// Find all the entities intersecting our click
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var mapCoords = coordinates.ToMap(_mapManager);
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var entities = _entityManager.GetEntitiesIntersecting(mapCoords.MapId, mapCoords.Position);
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var entities = _entityManager.GetEntitiesIntersecting(coordinates.MapId, coordinates.Position);
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(IEntity clicked, int drawDepth)>();
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@@ -149,10 +153,15 @@ namespace Content.Client.State
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var func = args.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
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var mousePosWorld = _eyeManager.ScreenToWorld(args.PointerLocation);
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var mousePosWorld = _eyeManager.ScreenToMap(args.PointerLocation);
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var entityToClick = GetEntityUnderPosition(mousePosWorld);
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var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State, mousePosWorld,
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args.PointerLocation, entityToClick?.Uid ?? EntityUid.Invalid);
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if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
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grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
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var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State,
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grid.MapToGrid(mousePosWorld), args.PointerLocation,
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entityToClick?.Uid ?? EntityUid.Invalid);
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// client side command handlers will always be sent the local player session.
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var session = _playerManager.LocalPlayer.Session;
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