Files
RobustToolbox/Robust.Shared/Input/InputCmdMessage.cs
Tornado Tech 3e3cd0e257 Fixed incmd command (#5192)
* Fixed incmd command

* Change `HandleInputCommand` argument type

* Localize console errors

* Why is input code even like this
2024-06-05 16:32:56 +10:00

261 lines
10 KiB
C#

using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Robust.Shared.Input
{
/// <summary>
/// Abstract class that all Input Commands derive from.
/// </summary>
[Serializable, NetSerializable]
public abstract class InputCmdMessage : EntityEventArgs, IComparable<InputCmdMessage>
{
/// <summary>
/// Client tick this was created.
/// </summary>
public GameTick Tick { get; }
/// <summary>
/// How far into the tick this event was fired.
/// </summary>
/// <seealso cref="IGameTiming.TickFraction"/>
public ushort SubTick { get; }
/// <summary>
/// The function this command is changing.
/// </summary>
public KeyFunctionId InputFunctionId { get; }
/// <summary>
/// Sequence number of this input command.
/// </summary>
public uint InputSequence { get; set; }
/// <summary>
/// Creates an instance of <see cref="InputCmdMessage"/>.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
public InputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId)
{
Tick = tick;
SubTick = subTick;
InputFunctionId = inputFunctionId;
}
public int CompareTo(InputCmdMessage? other)
{
if (other == null)
{
return 1;
}
if (ReferenceEquals(this, other)) return 0;
if (ReferenceEquals(null, other)) return 1;
return InputSequence.CompareTo(other.InputSequence);
}
/// <inheritdoc />
public override string ToString()
{
return $"tick={Tick}, subTick={SubTick}, seq={InputSequence} func={InputFunctionId}";
}
}
/// <summary>
/// An Input Command for a function that has a state.
/// </summary>
[Serializable, NetSerializable]
public sealed class StateInputCmdMessage : InputCmdMessage
{
/// <summary>
/// New state of the Input Function.
/// </summary>
public BoundKeyState State { get; }
/// <summary>
/// Creates an instance of <see cref="StateInputCmdMessage"/>.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
/// <param name="state">New state of the Input Function.</param>
public StateInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId, BoundKeyState state)
: base(tick, subTick, inputFunctionId)
{
State = state;
}
}
/// <summary>
/// A OneShot Input Command that does not have a state.
/// </summary>
[Serializable, NetSerializable]
[Virtual]
public class EventInputCmdMessage : InputCmdMessage
{
/// <summary>
/// Creates an instance of <see cref="EventInputCmdMessage"/>.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
public EventInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId)
: base(tick, subTick, inputFunctionId) { }
}
/// <summary>
/// A OneShot Input Command that also contains pointer info.
/// </summary>
[Serializable, NetSerializable]
public sealed class PointerInputCmdMessage : EventInputCmdMessage
{
/// <summary>
/// Local Coordinates of the pointer when the command was created.
/// </summary>
public NetCoordinates Coordinates { get; }
/// <summary>
/// Entity that was under the pointer when the command was created (if any).
/// </summary>
public NetEntity Uid { get; }
/// <summary>
/// Creates an instance of <see cref="PointerInputCmdMessage"/>.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
/// <param name="coordinates">Local Coordinates of the pointer when the command was created.</param>
public PointerInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId, NetCoordinates coordinates)
: this(tick, subTick, inputFunctionId, coordinates, NetEntity.Invalid) { }
/// <summary>
/// Creates an instance of <see cref="PointerInputCmdMessage"/> with an optional Entity reference.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
/// <param name="coordinates">Local Coordinates of the pointer when the command was created.</param>
/// <param name="uid">Entity that was under the pointer when the command was created.</param>
public PointerInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId, NetCoordinates coordinates, NetEntity uid)
: base(tick, subTick, inputFunctionId)
{
Coordinates = coordinates;
Uid = uid;
}
}
/// <summary>
/// Handles inputs clientside. This is used so the client can still interact with client-only entities without relying on
/// <see cref="NetEntity"/>.
/// </summary>
public sealed class ClientFullInputCmdMessage : InputCmdMessage, IFullInputCmdMessage
{
/// <summary>
/// New state of the Input Function.
/// </summary>
public BoundKeyState State { get; init; }
/// <summary>
/// Local Coordinates of the pointer when the command was created.
/// </summary>
public EntityCoordinates Coordinates { get; init; }
/// <summary>
/// Screen Coordinates of the pointer when the command was created.
/// </summary>
public ScreenCoordinates ScreenCoordinates { get; init; }
/// <summary>
/// Entity that was under the pointer when the command was created (if any).
/// </summary>
public EntityUid Uid { get; init; }
public ClientFullInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId) : base(tick, subTick, inputFunctionId)
{
}
public ClientFullInputCmdMessage(
GameTick tick,
ushort subTick,
KeyFunctionId inputFunctionId,
EntityCoordinates coordinates,
ScreenCoordinates screenCoordinates,
BoundKeyState state,
EntityUid uid) : base(tick,
subTick,
inputFunctionId)
{
Coordinates = coordinates;
ScreenCoordinates = screenCoordinates;
State = state;
Uid = uid;
}
}
public interface IFullInputCmdMessage
{
GameTick Tick { get; }
BoundKeyState State { get; }
KeyFunctionId InputFunctionId { get; }
ushort SubTick { get; }
uint InputSequence { get; set; }
}
/// <summary>
/// An input command that has both state and pointer info.
/// </summary>
[Serializable, NetSerializable]
public sealed class FullInputCmdMessage : InputCmdMessage, IFullInputCmdMessage
{
/// <summary>
/// New state of the Input Function.
/// </summary>
public BoundKeyState State { get; }
/// <summary>
/// Local Coordinates of the pointer when the command was created.
/// </summary>
public NetCoordinates Coordinates { get; }
/// <summary>
/// Screen Coordinates of the pointer when the command was created.
/// </summary>
public ScreenCoordinates ScreenCoordinates { get; }
/// <summary>
/// Entity that was under the pointer when the command was created (if any).
/// </summary>
public NetEntity Uid { get; init; }
/// <summary>
/// Creates an instance of <see cref="FullInputCmdMessage"/>.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputSequence"></param>
/// <param name="inputFunctionId">Function this command is changing.</param>
/// <param name="state">New state of the Input Function.</param>
/// <param name="coordinates">Local Coordinates of the pointer when the command was created.</param>
/// <param name="screenCoordinates"></param>
public FullInputCmdMessage(GameTick tick, ushort subTick, int inputSequence, KeyFunctionId inputFunctionId, BoundKeyState state, NetCoordinates coordinates, ScreenCoordinates screenCoordinates)
: this(tick, subTick, inputFunctionId, state, coordinates, screenCoordinates, NetEntity.Invalid) { }
/// <summary>
/// Creates an instance of <see cref="FullInputCmdMessage"/> with an optional Entity reference.
/// </summary>
/// <param name="tick">Client tick this was created.</param>
/// <param name="inputFunctionId">Function this command is changing.</param>
/// <param name="state">New state of the Input Function.</param>
/// <param name="coordinates">Local Coordinates of the pointer when the command was created.</param>
/// <param name="screenCoordinates"></param>
/// <param name="uid">Entity that was under the pointer when the command was created.</param>
public FullInputCmdMessage(GameTick tick, ushort subTick, KeyFunctionId inputFunctionId, BoundKeyState state, NetCoordinates coordinates, ScreenCoordinates screenCoordinates, NetEntity uid)
: base(tick, subTick, inputFunctionId)
{
State = state;
Coordinates = coordinates;
ScreenCoordinates = screenCoordinates;
Uid = uid;
}
}
}