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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
199 lines
6.7 KiB
C#
199 lines
6.7 KiB
C#
using System.Numerics;
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using Content.Shared.Interaction;
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using Content.Shared.Whitelist;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Outline;
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/// <summary>
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/// System used to indicate whether an entity is a valid target based on some criteria.
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/// </summary>
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public sealed class TargetOutlineSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IInputManager _inputManager = 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 SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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private bool _enabled = false;
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/// <summary>
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/// Whitelist that the target must satisfy.
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/// </summary>
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public EntityWhitelist? Whitelist = null;
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/// <summary>
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/// Predicate the target must satisfy.
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/// </summary>
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public Func<EntityUid, bool>? Predicate = null;
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/// <summary>
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/// Event to raise as targets to check whether they are valid.
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/// </summary>
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/// <remarks>
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/// This event will be uncanceled and re-used.
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/// </remarks>
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public CancellableEntityEventArgs? ValidationEvent = null;
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/// <summary>
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/// Minimum range for a target to be valid.
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/// </summary>
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/// <remarks>
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/// If a target is further than this distance, they will still be highlighted in a different color.
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/// </remarks>
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public float Range = -1;
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/// <summary>
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/// Whether to check if the player is unobstructed to the target;
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/// </summary>
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public bool CheckObstruction = true;
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/// <summary>
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/// The size of the box around the mouse to use when looking for valid targets.
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/// </summary>
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public float LookupSize = 1;
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private Vector2 LookupVector => new(LookupSize, LookupSize);
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderTargetValid = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderTargetInvalid = "SelectionOutline";
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private ShaderInstance? _shaderTargetValid;
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private ShaderInstance? _shaderTargetInvalid;
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private readonly HashSet<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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_shaderTargetValid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetValid).InstanceUnique();
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_shaderTargetInvalid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetInvalid).InstanceUnique();
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}
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public void Disable()
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{
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if (_enabled == false)
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return;
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_enabled = false;
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RemoveHighlights();
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}
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public void Enable(float range, bool checkObstructions, Func<EntityUid, bool>? predicate, EntityWhitelist? whitelist, CancellableEntityEventArgs? validationEvent)
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{
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Range = range;
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CheckObstruction = checkObstructions;
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Predicate = predicate;
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Whitelist = whitelist;
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ValidationEvent = validationEvent;
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_enabled = Predicate != null || Whitelist != null || ValidationEvent != null;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_enabled || !_timing.IsFirstTimePredicted)
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return;
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HighlightTargets();
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}
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private void HighlightTargets()
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{
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if (_playerManager.LocalEntity is not { Valid: true } player)
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return;
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// remove current highlights
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RemoveHighlights();
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// find possible targets on screen
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// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - LookupVector, mousePos + LookupVector);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Static);
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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foreach (var entity in pvsEntities)
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{
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if (!spriteQuery.TryGetComponent(entity, out var sprite) || !sprite.Visible)
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continue;
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// Check the predicate
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var valid = Predicate?.Invoke(entity) ?? true;
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// check the entity whitelist
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if (valid && Whitelist != null)
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valid = _whitelistSystem.IsWhitelistPass(Whitelist, entity);
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// and check the cancellable event
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if (valid && ValidationEvent != null)
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{
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ValidationEvent.Uncancel();
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RaiseLocalEvent(entity, (object) ValidationEvent, broadcast: false);
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valid = !ValidationEvent.Cancelled;
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}
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if (!valid)
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{
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// was this previously valid?
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if (_highlightedSprites.Remove(sprite) && (sprite.PostShader == _shaderTargetValid || sprite.PostShader == _shaderTargetInvalid))
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{
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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continue;
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}
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// Range check
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if (CheckObstruction)
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valid = _interactionSystem.InRangeUnobstructed(player, entity, Range);
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else if (Range >= 0)
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{
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var origin = Transform(player).WorldPosition;
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var target = Transform(entity).WorldPosition;
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valid = (origin - target).LengthSquared() <= Range;
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}
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if (sprite.PostShader != null &&
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sprite.PostShader != _shaderTargetValid &&
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sprite.PostShader != _shaderTargetInvalid)
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return;
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// highlight depending on whether its in or out of range
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sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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_highlightedSprites.Add(sprite);
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}
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}
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private void RemoveHighlights()
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{
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foreach (var sprite in _highlightedSprites)
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{
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if (sprite.PostShader != _shaderTargetValid && sprite.PostShader != _shaderTargetInvalid)
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continue;
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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_highlightedSprites.Clear();
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}
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}
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