Fix rotate verbs not being predicted (#38165)

* Fix rotate verbs not being predicted

* fixes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2025-08-02 17:34:36 -07:00
committed by GitHub
parent 9d3edeb641
commit 06581a0045
6 changed files with 257 additions and 235 deletions

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@@ -1,15 +0,0 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Rotatable
{
[RegisterComponent]
public sealed partial class FlippableComponent : Component
{
/// <summary>
/// Entity to replace this entity with when the current one is 'flipped'.
/// </summary>
[DataField("mirrorEntity", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string MirrorEntity = default!;
}
}

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@@ -1,197 +0,0 @@
using Content.Server.Popups;
using Content.Shared.ActionBlocker;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Rotatable;
using Content.Shared.Verbs;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
namespace Content.Server.Rotatable
{
/// <summary>
/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
/// </summary>
public sealed class RotatableSystem : EntitySystem
{
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
CommandBinds.Builder
.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
.Register<RotatableSystem>();
}
private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract)
return;
// Check if the object is anchored.
if (TryComp(uid, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
return;
Verb verb = new()
{
Act = () => Flip(uid, component),
Text = Loc.GetString("flippable-verb-get-data-text"),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
Priority = -3, // show flip last
DoContactInteraction = true
};
args.Verbs.Add(verb);
}
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract
|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!component.RotateWhileAnchored &&
TryComp(uid, out PhysicsComponent? physics) &&
physics.BodyType == BodyType.Static)
return;
Verb resetRotation = new()
{
DoContactInteraction = true,
Act = () => Comp<TransformComponent>(uid).LocalRotation = Angle.Zero,
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
Text = "Reset",
Priority = -2, // show CCW, then CW, then reset
CloseMenu = false,
};
args.Verbs.Add(resetRotation);
// rotate clockwise
Verb rotateCW = new()
{
Act = () => Comp<TransformComponent>(uid).LocalRotation -= component.Increment,
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
Priority = -1,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCW);
// rotate counter-clockwise
Verb rotateCCW = new()
{
Act = () => Comp<TransformComponent>(uid).LocalRotation += component.Increment,
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
Priority = 0,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCCW);
}
/// <summary>
/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
/// </summary>
public void Flip(EntityUid uid, FlippableComponent component)
{
var oldTransform = Comp<TransformComponent>(uid);
var entity = Spawn(component.MirrorEntity, oldTransform.Coordinates);
var newTransform = Comp<TransformComponent>(entity);
newTransform.LocalRotation = oldTransform.LocalRotation;
_transform.Unanchor(entity, newTransform);
Del(uid);
}
public bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Transform(entity).LocalRotation -= rotatableComp.Increment;
return true;
}
public bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Transform(entity).LocalRotation += rotatableComp.Increment;
return true;
}
public bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<FlippableComponent>(entity, out var flippableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored.
if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
{
_popup.PopupEntity(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
return false;
}
Flip(entity, flippableComp);
return true;
}
}
}

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@@ -0,0 +1,17 @@
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Rotatable;
/// <summary>
/// Allows an entity to be flipped (mirrored) by using a verb.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FlippableComponent : Component
{
/// <summary>
/// Entity to replace this entity with when the current one is 'flipped'.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public EntProtoId MirrorEntity = default!;
}

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@@ -1,27 +1,28 @@
namespace Content.Shared.Rotatable using Robust.Shared.GameStates;
{
[RegisterComponent] namespace Content.Shared.Rotatable;
/// <summary>
/// Allows an entity to be rotated by using a verb.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RotatableComponent : Component public sealed partial class RotatableComponent : Component
{ {
/// <summary> /// <summary>
/// If true, this entity can be rotated even while anchored. /// If true, this entity can be rotated even while anchored.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField]
[DataField("rotateWhileAnchored")] public bool RotateWhileAnchored;
public bool RotateWhileAnchored { get; private set; }
/// <summary> /// <summary>
/// If true, will rotate entity in players direction when pulled /// If true, will rotate entity in players direction when pulled
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField]
[DataField("rotateWhilePulling")] public bool RotateWhilePulling = true;
public bool RotateWhilePulling { get; private set; } = true;
/// <summary> /// <summary>
/// The angular value to change when using the rotate verbs. /// The angular value to change when using the rotate verbs.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField]
[DataField("increment")] public Angle Increment = Angle.FromDegrees(90);
public Angle Increment { get; private set; } = Angle.FromDegrees(90);
}
} }

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@@ -0,0 +1,213 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Shared.Rotatable;
/// <summary>
/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
/// </summary>
public sealed class RotatableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
CommandBinds.Builder
.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
.Register<RotatableSystem>();
}
private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract)
return;
// Check if the object is anchored.
if (TryComp<PhysicsComponent>(uid, out var physics) && physics.BodyType == BodyType.Static)
return;
Verb verb = new()
{
Act = () => Flip(uid, component),
Text = Loc.GetString("flippable-verb-get-data-text"),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
Priority = -3, // show flip last
DoContactInteraction = true
};
args.Verbs.Add(verb);
}
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract
|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!component.RotateWhileAnchored &&
TryComp<PhysicsComponent>(uid, out var physics) &&
physics.BodyType == BodyType.Static)
return;
Verb resetRotation = new()
{
DoContactInteraction = true,
Act = () => ResetRotation(uid),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
Text = Loc.GetString("rotate-reset-verb-get-data-text"),
Priority = -2, // show CCW, then CW, then reset
CloseMenu = false,
};
args.Verbs.Add(resetRotation);
// rotate clockwise
Verb rotateCW = new()
{
Act = () => Rotate(uid, -component.Increment),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
Text = Loc.GetString("rotate-verb-get-data-text"),
Priority = -1,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCW);
// rotate counter-clockwise
Verb rotateCCW = new()
{
Act = () => Rotate(uid, component.Increment),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
Text = Loc.GetString("rotate-counter-verb-get-data-text"),
Priority = 0,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCCW);
}
/// <summary>
/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
/// </summary>
public void Flip(EntityUid uid, FlippableComponent component)
{
var oldTransform = Comp<TransformComponent>(uid);
var entity = PredictedSpawnAtPosition(component.MirrorEntity, oldTransform.Coordinates);
var newTransform = Comp<TransformComponent>(entity);
_transform.SetLocalRotation(entity, oldTransform.LocalRotation);
_transform.Unanchor(entity, newTransform);
PredictedDel(uid);
}
private bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Rotate(entity, -rotatableComp.Increment);
return false;
}
private bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Rotate(entity, rotatableComp.Increment);
return false;
}
private bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<FlippableComponent>(entity, out var flippableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored.
if (TryComp<PhysicsComponent>(entity, out var physics) && physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
return false;
}
Flip(entity, flippableComp);
return false;
}
private void Rotate(Entity<TransformComponent?> ent, Angle angle)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
_transform.SetLocalRotation(ent.Owner, ent.Comp.LocalRotation + angle);
}
private void ResetRotation(Entity<TransformComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
_transform.SetLocalRotation(ent.Owner, Angle.Zero);
}
}

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@@ -6,3 +6,6 @@ rotate-verb-get-data-text = Rotate clockwise
# RotateCounterVerb # RotateCounterVerb
rotate-counter-verb-get-data-text = Rotate counter-clockwise rotate-counter-verb-get-data-text = Rotate counter-clockwise
# ResetVerb
rotate-reset-verb-get-data-text = Reset