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:
@@ -1,15 +0,0 @@
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Rotatable
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{
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[RegisterComponent]
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public sealed partial class FlippableComponent : Component
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{
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/// <summary>
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/// Entity to replace this entity with when the current one is 'flipped'.
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/// </summary>
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[DataField("mirrorEntity", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string MirrorEntity = default!;
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}
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}
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@@ -1,197 +0,0 @@
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using Content.Server.Popups;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Rotatable;
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using Content.Shared.Verbs;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.Rotatable
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{
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/// <summary>
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/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
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/// </summary>
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public sealed class RotatableSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
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SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
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.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
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.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
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.Register<RotatableSystem>();
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}
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private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract)
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return;
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// Check if the object is anchored.
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if (TryComp(uid, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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return;
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Verb verb = new()
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{
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Act = () => Flip(uid, component),
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Text = Loc.GetString("flippable-verb-get-data-text"),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
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Priority = -3, // show flip last
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DoContactInteraction = true
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};
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args.Verbs.Add(verb);
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}
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private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract
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|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
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return;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!component.RotateWhileAnchored &&
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TryComp(uid, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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return;
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Verb resetRotation = new()
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{
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DoContactInteraction = true,
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Act = () => Comp<TransformComponent>(uid).LocalRotation = Angle.Zero,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
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Text = "Reset",
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Priority = -2, // show CCW, then CW, then reset
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CloseMenu = false,
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};
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args.Verbs.Add(resetRotation);
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// rotate clockwise
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Verb rotateCW = new()
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{
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Act = () => Comp<TransformComponent>(uid).LocalRotation -= component.Increment,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
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Priority = -1,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCW);
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// rotate counter-clockwise
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Verb rotateCCW = new()
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{
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Act = () => Comp<TransformComponent>(uid).LocalRotation += component.Increment,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
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Priority = 0,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCCW);
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}
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/// <summary>
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/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
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/// </summary>
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public void Flip(EntityUid uid, FlippableComponent component)
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{
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var oldTransform = Comp<TransformComponent>(uid);
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var entity = Spawn(component.MirrorEntity, oldTransform.Coordinates);
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var newTransform = Comp<TransformComponent>(entity);
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newTransform.LocalRotation = oldTransform.LocalRotation;
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_transform.Unanchor(entity, newTransform);
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Del(uid);
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}
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public bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Transform(entity).LocalRotation -= rotatableComp.Increment;
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return true;
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}
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public bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Transform(entity).LocalRotation += rotatableComp.Increment;
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return true;
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}
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public bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<FlippableComponent>(entity, out var flippableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored.
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if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
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return false;
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}
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Flip(entity, flippableComp);
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return true;
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}
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}
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}
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17
Content.Shared/Rotatable/FlippableComponent.cs
Normal file
17
Content.Shared/Rotatable/FlippableComponent.cs
Normal file
@@ -0,0 +1,17 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Rotatable;
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/// <summary>
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/// Allows an entity to be flipped (mirrored) by using a verb.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FlippableComponent : Component
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{
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/// <summary>
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/// Entity to replace this entity with when the current one is 'flipped'.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public EntProtoId MirrorEntity = default!;
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}
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@@ -1,27 +1,28 @@
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namespace Content.Shared.Rotatable
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using Robust.Shared.GameStates;
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namespace Content.Shared.Rotatable;
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/// <summary>
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/// Allows an entity to be rotated by using a verb.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class RotatableComponent : Component
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{
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[RegisterComponent]
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public sealed partial class RotatableComponent : Component
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{
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/// <summary>
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/// If true, this entity can be rotated even while anchored.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rotateWhileAnchored")]
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public bool RotateWhileAnchored { get; private set; }
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[DataField, AutoNetworkedField]
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public bool RotateWhileAnchored;
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/// <summary>
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/// If true, will rotate entity in players direction when pulled
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rotateWhilePulling")]
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public bool RotateWhilePulling { get; private set; } = true;
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[DataField, AutoNetworkedField]
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public bool RotateWhilePulling = true;
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/// <summary>
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/// The angular value to change when using the rotate verbs.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("increment")]
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public Angle Increment { get; private set; } = Angle.FromDegrees(90);
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}
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[DataField, AutoNetworkedField]
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public Angle Increment = Angle.FromDegrees(90);
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}
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213
Content.Shared/Rotatable/RotatableSystem.cs
Normal file
213
Content.Shared/Rotatable/RotatableSystem.cs
Normal file
@@ -0,0 +1,213 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Shared.Rotatable;
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/// <summary>
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/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
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/// </summary>
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public sealed class RotatableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
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SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
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.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
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.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
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.Register<RotatableSystem>();
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}
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private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract)
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return;
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// Check if the object is anchored.
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if (TryComp<PhysicsComponent>(uid, out var physics) && physics.BodyType == BodyType.Static)
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return;
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Verb verb = new()
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{
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Act = () => Flip(uid, component),
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Text = Loc.GetString("flippable-verb-get-data-text"),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
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Priority = -3, // show flip last
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DoContactInteraction = true
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};
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args.Verbs.Add(verb);
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}
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private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract
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|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
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return;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!component.RotateWhileAnchored &&
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TryComp<PhysicsComponent>(uid, out var physics) &&
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physics.BodyType == BodyType.Static)
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return;
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Verb resetRotation = new()
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{
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DoContactInteraction = true,
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Act = () => ResetRotation(uid),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
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Text = Loc.GetString("rotate-reset-verb-get-data-text"),
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Priority = -2, // show CCW, then CW, then reset
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CloseMenu = false,
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};
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args.Verbs.Add(resetRotation);
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// rotate clockwise
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Verb rotateCW = new()
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{
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Act = () => Rotate(uid, -component.Increment),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
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Text = Loc.GetString("rotate-verb-get-data-text"),
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Priority = -1,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCW);
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// rotate counter-clockwise
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Verb rotateCCW = new()
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{
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Act = () => Rotate(uid, component.Increment),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
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Text = Loc.GetString("rotate-counter-verb-get-data-text"),
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Priority = 0,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCCW);
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}
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/// <summary>
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/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
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/// </summary>
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public void Flip(EntityUid uid, FlippableComponent component)
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{
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var oldTransform = Comp<TransformComponent>(uid);
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var entity = PredictedSpawnAtPosition(component.MirrorEntity, oldTransform.Coordinates);
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var newTransform = Comp<TransformComponent>(entity);
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_transform.SetLocalRotation(entity, oldTransform.LocalRotation);
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_transform.Unanchor(entity, newTransform);
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PredictedDel(uid);
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}
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private bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Rotate(entity, -rotatableComp.Increment);
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return false;
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}
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private bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
|
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Rotate(entity, rotatableComp.Increment);
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return false;
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}
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private bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
|
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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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);
|
||||
}
|
||||
}
|
||||
@@ -6,3 +6,6 @@ rotate-verb-get-data-text = Rotate clockwise
|
||||
|
||||
# RotateCounterVerb
|
||||
rotate-counter-verb-get-data-text = Rotate counter-clockwise
|
||||
|
||||
# ResetVerb
|
||||
rotate-reset-verb-get-data-text = Reset
|
||||
|
||||
Reference in New Issue
Block a user