Files
wwdpublic/Content.Client/Tabletop/TabletopSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

305 lines
12 KiB
C#

using System.Numerics;
using Content.Client.Tabletop.UI;
using Content.Client.Viewport;
using Content.Shared.Tabletop;
using Content.Shared.Tabletop.Components;
using Content.Shared.Tabletop.Events;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using static Robust.Shared.Input.Binding.PointerInputCmdHandler;
namespace Content.Client.Tabletop
{
[UsedImplicitly]
public sealed class TabletopSystem : SharedTabletopSystem
{
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
// Time in seconds to wait until sending the location of a dragged entity to the server again
private const float Delay = 1f / 10; // 10 Hz
private float _timePassed; // Time passed since last update sent to the server.
private EntityUid? _draggedEntity; // Entity being dragged
private ScalingViewport? _viewport; // Viewport currently being used
private DefaultWindow? _window; // Current open tabletop window (only allow one at a time)
private EntityUid? _table; // The table entity of the currently open game session
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
CommandBinds.Builder
.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true))
.Bind(EngineKeyFunctions.UseSecondary, new PointerInputCmdHandler(OnUseSecondary, true, true))
.Register<TabletopSystem>();
SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
SubscribeLocalEvent<TabletopDraggableComponent, ComponentRemove>(HandleDraggableRemoved);
SubscribeLocalEvent<TabletopDraggableComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void HandleDraggableRemoved(EntityUid uid, TabletopDraggableComponent component, ComponentRemove args)
{
if (_draggedEntity == uid)
StopDragging(false);
}
public override void FrameUpdate(float frameTime)
{
if (_window == null)
return;
// If there is no player entity, return
if (_playerManager.LocalPlayer is not { ControlledEntity: { } playerEntity }) return;
if (!CanSeeTable(playerEntity, _table))
{
StopDragging();
_window?.Close();
return;
}
// If no entity is being dragged or no viewport is clicked, return
if (_draggedEntity == null || _viewport == null) return;
if (!CanDrag(playerEntity, _draggedEntity.Value, out var draggableComponent))
{
StopDragging();
return;
}
// If the dragged entity has another dragging player, drop the item
// This should happen if the local player is dragging an item, and another player grabs it out of their hand
if (draggableComponent.DraggingPlayer != null &&
draggableComponent.DraggingPlayer != _playerManager.LocalPlayer?.Session.UserId)
{
StopDragging(false);
return;
}
// Map mouse position to EntityCoordinates
var coords = _viewport.PixelToMap(_inputManager.MouseScreenPosition.Position);
// Clamp coordinates to viewport
var clampedCoords = ClampPositionToViewport(coords, _viewport);
if (clampedCoords.Equals(MapCoordinates.Nullspace)) return;
// Move the entity locally every update
EntityManager.GetComponent<TransformComponent>(_draggedEntity.Value).WorldPosition = clampedCoords.Position;
// Increment total time passed
_timePassed += frameTime;
// Only send new position to server when Delay is reached
if (_timePassed >= Delay && _table != null)
{
RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), clampedCoords, GetNetEntity(_table.Value)));
_timePassed -= Delay;
}
}
#region Event handlers
/// <summary>
/// Runs when the player presses the "Play Game" verb on a tabletop game.
/// Opens a viewport where they can then play the game.
/// </summary>
private void OnTabletopPlay(TabletopPlayEvent msg)
{
// Close the currently opened window, if it exists
_window?.Close();
_table = GetEntity(msg.TableUid);
// Get the camera entity that the server has created for us
var camera = GetEntity(msg.CameraUid);
if (!EntityManager.TryGetComponent<EyeComponent>(camera, out var eyeComponent))
{
// If there is no eye, print error and do not open any window
Log.Error("Camera entity does not have eye component!");
return;
}
// Create a window to contain the viewport
_window = new TabletopWindow(eyeComponent.Eye, (msg.Size.X, msg.Size.Y))
{
MinWidth = 500,
MinHeight = 436,
Title = msg.Title
};
_window.OnClose += OnWindowClose;
}
private void OnWindowClose()
{
if (_table != null)
{
RaiseNetworkEvent(new TabletopStopPlayingEvent(GetNetEntity(_table.Value)));
}
StopDragging();
_window = null;
}
private bool OnUse(in PointerInputCmdArgs args)
{
if (!_gameTiming.IsFirstTimePredicted)
return false;
return args.State switch
{
BoundKeyState.Down => OnMouseDown(args),
BoundKeyState.Up => OnMouseUp(args),
_ => false
};
}
private bool OnUseSecondary(in PointerInputCmdArgs args)
{
if (_draggedEntity != null && _table != null)
{
var ev = new TabletopRequestTakeOut
{
Entity = GetNetEntity(_draggedEntity.Value),
TableUid = GetNetEntity(_table.Value)
};
RaiseNetworkEvent(ev);
}
return false;
}
private bool OnMouseDown(in PointerInputCmdArgs args)
{
// Return if no player entity
if (_playerManager.LocalPlayer is not {ControlledEntity: { } playerEntity})
return false;
var entity = args.EntityUid;
// Return if can not see table or stunned/no hands
if (!CanSeeTable(playerEntity, _table) || !CanDrag(playerEntity, entity, out _))
{
return false;
}
// Try to get the viewport under the cursor
if (_uiManger.MouseGetControl(args.ScreenCoordinates) as ScalingViewport is not { } viewport)
{
return false;
}
StartDragging(entity, viewport);
return true;
}
private bool OnMouseUp(in PointerInputCmdArgs args)
{
StopDragging();
return false;
}
private void OnAppearanceChange(EntityUid uid, TabletopDraggableComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
// the appearance handle the rest
if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
{
args.Sprite.Scale = scale;
}
if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
{
args.Sprite.DrawDepth = drawDepth;
}
}
#endregion
#region Utility
/// <summary>
/// Start dragging an entity in a specific viewport.
/// </summary>
/// <param name="draggedEntity">The entity that we start dragging.</param>
/// <param name="viewport">The viewport in which we are dragging.</param>
private void StartDragging(EntityUid draggedEntity, ScalingViewport viewport)
{
RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(draggedEntity), true));
_draggedEntity = draggedEntity;
_viewport = viewport;
}
/// <summary>
/// Stop dragging the entity.
/// </summary>
/// <param name="broadcast">Whether to tell other clients that we stopped dragging.</param>
private void StopDragging(bool broadcast = true)
{
// Set the dragging player on the component to noone
if (broadcast && _draggedEntity != null && EntityManager.HasComponent<TabletopDraggableComponent>(_draggedEntity.Value))
{
RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), Transform(_draggedEntity.Value).MapPosition, GetNetEntity(_table!.Value)));
RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(_draggedEntity.Value), false));
}
_draggedEntity = null;
_viewport = null;
}
/// <summary>
/// Clamps coordinates within a viewport. ONLY WORKS FOR 90 DEGREE ROTATIONS!
/// </summary>
/// <param name="coordinates">The coordinates to be clamped.</param>
/// <param name="viewport">The viewport to clamp the coordinates to.</param>
/// <returns>Coordinates clamped to the viewport.</returns>
private static MapCoordinates ClampPositionToViewport(MapCoordinates coordinates, ScalingViewport viewport)
{
if (coordinates == MapCoordinates.Nullspace) return MapCoordinates.Nullspace;
var eye = viewport.Eye;
if (eye == null) return MapCoordinates.Nullspace;
var size = (Vector2) viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
var eyePosition = eye.Position.Position;
var eyeRotation = eye.Rotation;
var eyeScale = eye.Scale;
var min = (eyePosition - size / 2) / eyeScale;
var max = (eyePosition + size / 2) / eyeScale;
// If 90/270 degrees rotated, flip X and Y
if (MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, 90d) || MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, -90d))
{
(min.Y, min.X) = (min.X, min.Y);
(max.Y, max.X) = (max.X, max.Y);
}
var clampedPosition = Vector2.Clamp(coordinates.Position, min, max);
// Use the eye's map ID, we don't want anything moving to a different map!
return new MapCoordinates(clampedPosition, eye.Position.MapId);
}
#endregion
}
}