Files
wwdpublic/Content.Client/Outline/TargetOutlineSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# 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

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

199 lines
6.7 KiB
C#

using System.Numerics;
using Content.Shared.Interaction;
using Content.Shared.Whitelist;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Outline;
/// <summary>
/// System used to indicate whether an entity is a valid target based on some criteria.
/// </summary>
public sealed class TargetOutlineSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
private bool _enabled = false;
/// <summary>
/// Whitelist that the target must satisfy.
/// </summary>
public EntityWhitelist? Whitelist = null;
/// <summary>
/// Predicate the target must satisfy.
/// </summary>
public Func<EntityUid, bool>? Predicate = null;
/// <summary>
/// Event to raise as targets to check whether they are valid.
/// </summary>
/// <remarks>
/// This event will be uncanceled and re-used.
/// </remarks>
public CancellableEntityEventArgs? ValidationEvent = null;
/// <summary>
/// Minimum range for a target to be valid.
/// </summary>
/// <remarks>
/// If a target is further than this distance, they will still be highlighted in a different color.
/// </remarks>
public float Range = -1;
/// <summary>
/// Whether to check if the player is unobstructed to the target;
/// </summary>
public bool CheckObstruction = true;
/// <summary>
/// The size of the box around the mouse to use when looking for valid targets.
/// </summary>
public float LookupSize = 1;
private Vector2 LookupVector => new(LookupSize, LookupSize);
[ValidatePrototypeId<ShaderPrototype>]
private const string ShaderTargetValid = "SelectionOutlineInrange";
[ValidatePrototypeId<ShaderPrototype>]
private const string ShaderTargetInvalid = "SelectionOutline";
private ShaderInstance? _shaderTargetValid;
private ShaderInstance? _shaderTargetInvalid;
private readonly HashSet<SpriteComponent> _highlightedSprites = new();
public override void Initialize()
{
base.Initialize();
_shaderTargetValid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetValid).InstanceUnique();
_shaderTargetInvalid = _prototypeManager.Index<ShaderPrototype>(ShaderTargetInvalid).InstanceUnique();
}
public void Disable()
{
if (_enabled == false)
return;
_enabled = false;
RemoveHighlights();
}
public void Enable(float range, bool checkObstructions, Func<EntityUid, bool>? predicate, EntityWhitelist? whitelist, CancellableEntityEventArgs? validationEvent)
{
Range = range;
CheckObstruction = checkObstructions;
Predicate = predicate;
Whitelist = whitelist;
ValidationEvent = validationEvent;
_enabled = Predicate != null || Whitelist != null || ValidationEvent != null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_enabled || !_timing.IsFirstTimePredicted)
return;
HighlightTargets();
}
private void HighlightTargets()
{
if (_playerManager.LocalEntity is not { Valid: true } player)
return;
// remove current highlights
RemoveHighlights();
// find possible targets on screen
// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition).Position;
var bounds = new Box2(mousePos - LookupVector, mousePos + LookupVector);
var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Static);
var spriteQuery = GetEntityQuery<SpriteComponent>();
foreach (var entity in pvsEntities)
{
if (!spriteQuery.TryGetComponent(entity, out var sprite) || !sprite.Visible)
continue;
// Check the predicate
var valid = Predicate?.Invoke(entity) ?? true;
// check the entity whitelist
if (valid && Whitelist != null)
valid = _whitelistSystem.IsWhitelistPass(Whitelist, entity);
// and check the cancellable event
if (valid && ValidationEvent != null)
{
ValidationEvent.Uncancel();
RaiseLocalEvent(entity, (object) ValidationEvent, broadcast: false);
valid = !ValidationEvent.Cancelled;
}
if (!valid)
{
// was this previously valid?
if (_highlightedSprites.Remove(sprite) && (sprite.PostShader == _shaderTargetValid || sprite.PostShader == _shaderTargetInvalid))
{
sprite.PostShader = null;
sprite.RenderOrder = 0;
}
continue;
}
// Range check
if (CheckObstruction)
valid = _interactionSystem.InRangeUnobstructed(player, entity, Range);
else if (Range >= 0)
{
var origin = Transform(player).WorldPosition;
var target = Transform(entity).WorldPosition;
valid = (origin - target).LengthSquared() <= Range;
}
if (sprite.PostShader != null &&
sprite.PostShader != _shaderTargetValid &&
sprite.PostShader != _shaderTargetInvalid)
return;
// highlight depending on whether its in or out of range
sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
sprite.RenderOrder = EntityManager.CurrentTick.Value;
_highlightedSprites.Add(sprite);
}
}
private void RemoveHighlights()
{
foreach (var sprite in _highlightedSprites)
{
if (sprite.PostShader != _shaderTargetValid && sprite.PostShader != _shaderTargetInvalid)
continue;
sprite.PostShader = null;
sprite.RenderOrder = 0;
}
_highlightedSprites.Clear();
}
}