Climbing refactor (#20516)

This commit is contained in:
metalgearsloth
2023-10-11 10:41:11 +11:00
committed by GitHub
parent ab75941bc0
commit edbfef22d6
30 changed files with 637 additions and 661 deletions

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using Robust.Client.Input;
using Robust.Shared.Map;
namespace Content.Client.Interaction;
/// <summary>
/// Helper for implementing drag and drop interactions.
///
/// The basic flow for a drag drop interaction as per this helper is:
/// 1. User presses mouse down on something (using class should communicate this to helper by calling MouseDown()).
/// 2. User continues to hold the mouse down and moves the mouse outside of the defined
/// deadzone. OnBeginDrag is invoked to see if a drag should be initiated. If so, initiates a drag.
/// If user didn't move the mouse beyond the deadzone the drag is not initiated (OnEndDrag invoked).
/// 3. Every Update/FrameUpdate, OnContinueDrag is invoked.
/// 4. User lifts mouse up. This is not handled by DragDropHelper. The using class of the helper should
/// do whatever they want and then end the drag by calling EndDrag() (which invokes OnEndDrag).
///
/// If for any reason the drag is ended, OnEndDrag is invoked.
/// </summary>
/// <typeparam name="T">thing being dragged and dropped</typeparam>
public sealed class DragDropHelper<T>
{
private readonly IInputManager _inputManager;
private readonly OnBeginDrag _onBeginDrag;
private readonly OnEndDrag _onEndDrag;
private readonly OnContinueDrag _onContinueDrag;
public float Deadzone = 2f;
/// <summary>
/// Convenience method, current mouse screen position as provided by inputmanager.
/// </summary>
public ScreenCoordinates MouseScreenPosition => _inputManager.MouseScreenPosition;
/// <summary>
/// True if initiated a drag and currently dragging something.
/// I.e. this will be false if we've just had a mousedown over something but the mouse
/// has not moved outside of the drag deadzone.
/// </summary>
public bool IsDragging => _state == DragState.Dragging;
/// <summary>
/// Current thing being dragged or which mouse button is being held down on.
/// </summary>
public T? Dragged { get; private set; }
// screen pos where the mouse down began for the drag
private ScreenCoordinates _mouseDownScreenPos;
private DragState _state = DragState.NotDragging;
private enum DragState : byte
{
NotDragging,
// not dragging yet, waiting to see
// if they hold for long enough
MouseDown,
// currently dragging something
Dragging,
}
/// <param name="onBeginDrag"><see cref="OnBeginDrag"/></param>
/// <param name="onContinueDrag"><see cref="OnContinueDrag"/></param>
/// <param name="onEndDrag"><see cref="OnEndDrag"/></param>
public DragDropHelper(OnBeginDrag onBeginDrag, OnContinueDrag onContinueDrag, OnEndDrag onEndDrag)
{
_inputManager = IoCManager.Resolve<IInputManager>();
_onBeginDrag = onBeginDrag;
_onEndDrag = onEndDrag;
_onContinueDrag = onContinueDrag;
}
/// <summary>
/// Tell the helper that the mouse button was pressed down on
/// a target, thus a drag has the possibility to begin for this target.
/// Assumes current mouse screen position is the location the mouse was clicked.
///
/// EndDrag should be called when the drag is done.
/// </summary>
public void MouseDown(T target)
{
if (_state != DragState.NotDragging)
{
EndDrag();
}
Dragged = target;
_state = DragState.MouseDown;
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
}
/// <summary>
/// Stop the current drag / drop operation no matter what state it is in.
/// </summary>
public void EndDrag()
{
Dragged = default;
_state = DragState.NotDragging;
_onEndDrag.Invoke();
}
private void StartDragging()
{
if (_onBeginDrag.Invoke())
{
_state = DragState.Dragging;
}
else
{
EndDrag();
}
}
/// <summary>
/// Should be invoked by using class every FrameUpdate or Update.
/// </summary>
public void Update(float frameTime)
{
switch (_state)
{
// check if dragging should begin
case DragState.MouseDown:
{
var screenPos = _inputManager.MouseScreenPosition;
if ((_mouseDownScreenPos.Position - screenPos.Position).Length() > Deadzone)
{
StartDragging();
}
break;
}
case DragState.Dragging:
{
if (!_onContinueDrag.Invoke(frameTime))
{
EndDrag();
}
break;
}
}
}
}
/// <summary>
/// Invoked when a drag is confirmed and going to be initiated. Implementation should
/// typically set the drag shadow texture based on the target.
/// </summary>
/// <returns>true if drag should begin, false to end.</returns>
public delegate bool OnBeginDrag();
/// <summary>
/// Invoked every frame when drag is ongoing. Typically implementation should
/// make the drag shadow follow the mouse position.
/// </summary>
/// <returns>true if drag should continue, false to end.</returns>
public delegate bool OnContinueDrag(float frameTime);
/// <summary>
/// invoked when
/// the drag drop is ending for any reason. This
/// should typically just clear the drag shadow.
/// </summary>
public delegate void OnEndDrag();

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using System.Numerics;
using Content.Client.CombatMode;
using Content.Client.Gameplay;
using Content.Client.Outline;
using Content.Shared.ActionBlocker;
using Content.Shared.CCVar;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Configuration;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Interaction;
/// <summary>
/// Handles clientside drag and drop logic
/// </summary>
public sealed class DragDropSystem : SharedDragDropSystem
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfgMan = default!;
[Dependency] private readonly InteractionOutlineSystem _outline = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly CombatModeSystem _combatMode = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
// how often to recheck possible targets (prevents calling expensive
// check logic each update)
private const float TargetRecheckInterval = 0.25f;
// if a drag ends up being cancelled and it has been under this
// amount of time since the mousedown, we will "replay" the original
// mousedown event so it can be treated like a regular click
private const float MaxMouseDownTimeForReplayingClick = 0.85f;
[ValidatePrototypeId<ShaderPrototype>]
private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
[ValidatePrototypeId<ShaderPrototype>]
private const string ShaderDropTargetOutOfRange = "SelectionOutline";
/// <summary>
/// Current entity being dragged around.
/// </summary>
private EntityUid? _draggedEntity;
/// <summary>
/// If an entity is being dragged is there a drag shadow.
/// </summary>
private EntityUid? _dragShadow;
/// <summary>
/// Time since mouse down over the dragged entity
/// </summary>
private float _mouseDownTime;
/// <summary>
/// how much time since last recheck of all possible targets
/// </summary>
private float _targetRecheckTime;
/// <summary>
/// Reserved initial mousedown event so we can replay it if no drag ends up being performed
/// </summary>
private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
/// <summary>
/// Whether we are currently replaying the original mouse down, so we
/// can ignore any events sent to this system
/// </summary>
private bool _isReplaying;
private float _deadzone;
private DragState _state = DragState.NotDragging;
/// <summary>
/// screen pos where the mouse down began for the drag
/// </summary>
private ScreenCoordinates? _mouseDownScreenPos;
private ShaderInstance? _dropTargetInRangeShader;
private ShaderInstance? _dropTargetOutOfRangeShader;
private readonly List<SpriteComponent> _highlightedSprites = new();
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
UpdatesAfter.Add(typeof(SharedEyeSystem));
_cfgMan.OnValueChanged(CCVars.DragDropDeadZone, SetDeadZone, true);
_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
// needs to fire on mouseup and mousedown so we can detect a drag / drop
CommandBinds.Builder
.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
.Register<DragDropSystem>();
}
private void SetDeadZone(float deadZone)
{
_deadzone = deadZone;
}
public override void Shutdown()
{
_cfgMan.UnsubValueChanged(CCVars.DragDropDeadZone, SetDeadZone);
CommandBinds.Unregister<DragDropSystem>();
base.Shutdown();
}
private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
// not currently predicted
if (_inputSystem.Predicted)
return false;
// currently replaying a saved click, don't handle this because
// we already decided this click doesn't represent an actual drag attempt
if (_isReplaying)
return false;
if (args.State == BoundKeyState.Down)
{
return OnUseMouseDown(args);
}
if (args.State == BoundKeyState.Up)
{
return OnUseMouseUp(args);
}
return false;
}
private void EndDrag()
{
if (_state == DragState.NotDragging)
return;
if (_dragShadow != null)
{
Del(_dragShadow.Value);
_dragShadow = null;
}
_draggedEntity = null;
_state = DragState.NotDragging;
_mouseDownScreenPos = null;
RemoveHighlights();
_outline.SetEnabled(true);
_mouseDownTime = 0;
_savedMouseDown = null;
}
private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.Session?.AttachedEntity is not {Valid: true} dragger ||
_combatMode.IsInCombatMode())
{
return false;
}
// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
// the mouse, canceling the drag, but just being cautious)
EndDrag();
var entity = args.EntityUid;
// possibly initiating a drag
// check if the clicked entity is draggable
if (!Exists(entity))
{
return false;
}
// check if the entity is reachable
if (!_interactionSystem.InRangeUnobstructed(dragger, entity))
{
return false;
}
var ev = new CanDragEvent();
RaiseLocalEvent(entity, ref ev);
if (ev.Handled != true)
return false;
_draggedEntity = entity;
_state = DragState.MouseDown;
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
_mouseDownTime = 0;
// 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;
return true;
}
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;
}
_state = DragState.Dragging;
DebugTools.Assert(_dragShadow == null);
_outline.SetEnabled(false);
HighlightTargets();
if (TryComp<SpriteComponent>(_draggedEntity, out var draggedSprite))
{
// pop up drag shadow under mouse
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
_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)
{
Transform(_dragShadow.Value).WorldRotation = Transform(_draggedEntity.Value).WorldRotation;
}
// drag initiated
return;
}
Log.Warning($"Unable to display drag shadow for {ToPrettyString(_draggedEntity.Value)} because it has no sprite component.");
}
private bool UpdateDrag(float frameTime)
{
if (!Exists(_draggedEntity) || _combatMode.IsInCombatMode())
{
EndDrag();
return false;
}
var player = _playerManager.LocalPlayer?.ControlledEntity;
// still in range of the thing we are dragging?
if (player == null || !_interactionSystem.InRangeUnobstructed(player.Value, _draggedEntity.Value))
{
return false;
}
if (_dragShadow == null)
return false;
_targetRecheckTime += frameTime;
if (_targetRecheckTime > TargetRecheckInterval)
{
HighlightTargets();
_targetRecheckTime -= TargetRecheckInterval;
}
return true;
}
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (_state == DragState.MouseDown)
{
// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
// replaying the original cmd
try
{
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;
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();
}
if (savedValue.Session != null)
{
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, replayMsg,
true);
}
_isReplaying = false;
}
}
finally
{
EndDrag();
}
return false;
}
var localPlayer = _playerManager.LocalPlayer?.ControlledEntity;
if (localPlayer == null || !Exists(_draggedEntity))
{
EndDrag();
return false;
}
IEnumerable<EntityUid> entities;
var coords = args.Coordinates;
if (_stateManager.CurrentState is GameplayState screen)
{
entities = screen.GetClickableEntities(coords);
}
else
{
entities = Array.Empty<EntityUid>();
}
var outOfRange = false;
var user = localPlayer.Value;
foreach (var entity in entities)
{
if (entity == _draggedEntity)
continue;
// check if it's able to be dropped on by current dragged entity
var valid = ValidDragDrop(user, _draggedEntity.Value, entity);
if (valid != true) continue;
if (!_interactionSystem.InRangeUnobstructed(user, entity)
|| !_interactionSystem.InRangeUnobstructed(user, _draggedEntity.Value))
{
outOfRange = true;
continue;
}
// tell the server about the drop attempt
RaisePredictiveEvent(new DragDropRequestEvent(GetNetEntity(_draggedEntity.Value), GetNetEntity(entity)));
EndDrag();
return true;
}
if (outOfRange)
{
_popup.PopupEntity(Loc.GetString("drag-drop-system-out-of-range-text"), _draggedEntity.Value, Filter.Local(), true);
}
EndDrag();
return false;
}
// TODO make this just use TargetOutlineSystem
private void HighlightTargets()
{
if (!Exists(_draggedEntity) ||
!Exists(_dragShadow))
{
return;
}
var user = _playerManager.LocalPlayer?.ControlledEntity;
if (user == null)
return;
// highlights the possible targets which are visible
// and able to be dropped on by the current dragged entity
// remove current highlights
RemoveHighlights();
// find possible targets on screen even if not reachable
// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
var expansion = new Vector2(1.5f, 1.5f);
var bounds = new Box2(mousePos.Position - expansion, mousePos.Position + expansion);
var pvsEntities = _lookup.GetEntitiesIntersecting(mousePos.MapId, bounds);
var spriteQuery = GetEntityQuery<SpriteComponent>();
foreach (var entity in pvsEntities)
{
if (!spriteQuery.TryGetComponent(entity, out var inRangeSprite) ||
!inRangeSprite.Visible ||
entity == _draggedEntity)
{
continue;
}
var valid = ValidDragDrop(user.Value, _draggedEntity.Value, entity);
// check if it's able to be dropped on by current dragged entity
if (valid == null)
continue;
// We'll do a final check given server-side does this before any dragdrop can take place.
if (valid.Value)
{
valid = _interactionSystem.InRangeUnobstructed(user.Value, _draggedEntity.Value)
&& _interactionSystem.InRangeUnobstructed(user.Value, entity);
}
if (inRangeSprite.PostShader != null &&
inRangeSprite.PostShader != _dropTargetInRangeShader &&
inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
{
continue;
}
// highlight depending on whether its in or out of range
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
_highlightedSprites.Add(inRangeSprite);
}
}
private void RemoveHighlights()
{
foreach (var highlightedSprite in _highlightedSprites)
{
if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
continue;
highlightedSprite.PostShader = null;
highlightedSprite.RenderOrder = 0;
}
_highlightedSprites.Clear();
}
/// <summary>
/// Are these args valid for drag-drop?
/// </summary>
/// <returns>
/// Returns null if no interactions are available or the user / target cannot interact with each other.
/// Returns false if interactions exist but are not available currently.
/// </returns>
private bool? ValidDragDrop(EntityUid user, EntityUid dragged, EntityUid target)
{
if (!_actionBlockerSystem.CanInteract(user, target))
return null;
// CanInteract() doesn't support checking a second "target" entity.
// Doing so manually:
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
RaiseLocalEvent(dragged, ev, true);
if (ev.Cancelled)
return false;
var dropEv = new CanDropDraggedEvent(user, target);
RaiseLocalEvent(dragged, ref dropEv);
if (dropEv.Handled)
{
if (!dropEv.CanDrop)
return false;
}
var dropEv2 = new CanDropTargetEvent(user, dragged);
RaiseLocalEvent(target, ref dropEv2);
if (dropEv2.Handled)
return dropEv2.CanDrop;
return null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
switch (_state)
{
// check if dragging should begin
case DragState.MouseDown:
{
var screenPos = _inputManager.MouseScreenPosition;
if ((_mouseDownScreenPos!.Value.Position - screenPos.Position).Length() > _deadzone)
{
StartDrag();
}
break;
}
case DragState.Dragging:
UpdateDrag(frameTime);
break;
}
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
// Update position every frame to make it smooth.
if (Exists(_dragShadow))
{
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
Transform(_dragShadow.Value).WorldPosition = mousePos.Position;
}
}
}
public enum DragState : byte
{
NotDragging,
/// <summary>
/// Not dragging yet, waiting to see
/// if they hold for long enough
/// </summary>
MouseDown,
/// <summary>
/// Currently dragging something
/// </summary>
Dragging,
}