Fix barstool rotation (#5134)
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@@ -4,6 +4,7 @@ using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Actions.Prototypes;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Shared.GameObjects;
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@@ -186,15 +187,7 @@ namespace Content.Server.Actions
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return false;
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}
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if (!EntitySystem.Get<ActionBlockerSystem>().CanChangeDirection(player)) return true;
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// don't set facing unless they clicked far enough away
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var diff = targetWorldPos - player.Transform.WorldPosition;
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if (diff.LengthSquared > 0.01f)
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{
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player.Transform.LocalRotation = Angle.FromWorldVec(diff);
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}
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EntitySystem.Get<RotateToFaceSystem>().TryFaceCoordinates(player, targetWorldPos);
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return true;
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}
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}
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@@ -44,6 +44,7 @@ namespace Content.Server.Interaction
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly PullingSystem _pullSystem = default!;
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[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
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public override void Initialize()
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{
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@@ -357,38 +358,11 @@ namespace Content.Server.Interaction
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return false;
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}
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FaceClickCoordinates(user, coordinates);
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_rotateToFaceSystem.TryFaceCoordinates(user, coordinates.ToMapPos(EntityManager));
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return true;
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}
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private void FaceClickCoordinates(IEntity user, EntityCoordinates coordinates)
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{
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var diff = coordinates.ToMapPos(EntityManager) - user.Transform.MapPosition.Position;
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if (diff.LengthSquared <= 0.01f)
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return;
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var diffAngle = Angle.FromWorldVec(diff);
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if (_actionBlockerSystem.CanChangeDirection(user))
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{
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user.Transform.WorldRotation = diffAngle;
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}
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else
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{
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if (user.TryGetComponent(out BuckleComponent? buckle) && (buckle.BuckledTo != null))
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{
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// We're buckled to another object. Is that object rotatable?
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if (buckle.BuckledTo!.Owner.TryGetComponent(out RotatableComponent? rotatable) && rotatable.RotateWhileAnchored)
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{
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// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
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// (Since the user being buckled to it holds it down with their weight.)
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// This is logically equivalent to RotateWhileAnchored.
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// Barstools and office chairs have independent wheels, while regular chairs don't.
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rotatable.Owner.Transform.LocalRotation = diffAngle;
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}
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}
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}
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}
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/// <summary>
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/// Uses an empty hand on an entity
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/// Finds components with the InteractHand interface and calls their function
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@@ -6,6 +6,7 @@ using Content.Server.Pointing.Components;
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using Content.Server.Visible;
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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.Interaction.Helpers;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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@@ -32,6 +33,7 @@ namespace Content.Server.Pointing.EntitySystems
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
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private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
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@@ -114,14 +116,7 @@ namespace Content.Server.Pointing.EntitySystems
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return false;
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}
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if (_actionBlockerSystem.CanChangeDirection(player))
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{
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var diff = mapCoords.Position - player.Transform.MapPosition.Position;
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if (diff.LengthSquared > 0.01f)
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{
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player.Transform.WorldRotation = Angle.FromWorldVec(diff);
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}
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}
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_rotateToFaceSystem.TryFaceCoordinates(player, mapCoords.Position);
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var arrow = EntityManager.SpawnEntity("pointingarrow", mapCoords);
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76
Content.Shared/Interaction/RotateToFaceSystem.cs
Normal file
76
Content.Shared/Interaction/RotateToFaceSystem.cs
Normal file
@@ -0,0 +1,76 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Rotatable;
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using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Interaction
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{
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/// <summary>
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/// Contains common code used to rotate a player to face a given target or direction.
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/// This interaction in itself is useful for various roleplay purposes.
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/// But it needs specialized code to handle chairs and such.
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/// Doesn't really fit with SharedInteractionSystem so it's not there.
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/// </summary>
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[UsedImplicitly]
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public class RotateToFaceSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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public bool TryFaceCoordinates(IEntity user, Vector2 coordinates)
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{
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var diff = coordinates - user.Transform.MapPosition.Position;
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if (diff.LengthSquared <= 0.01f)
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return true;
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var diffAngle = Angle.FromWorldVec(diff);
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return TryFaceAngle(user, diffAngle);
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}
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public bool TryFaceAngle(IEntity user, Angle diffAngle)
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{
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if (_actionBlockerSystem.CanChangeDirection(user))
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{
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user.Transform.WorldRotation = diffAngle;
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return true;
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}
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else
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{
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if (user.TryGetComponent(out SharedBuckleComponent? buckle) && buckle.Buckled)
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{
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var suid = buckle.LastEntityBuckledTo;
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if (suid != null)
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{
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// We're buckled to another object. Is that object rotatable?
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if (EntityManager.TryGetComponent<RotatableComponent>(suid.Value!, out var rotatable) && rotatable.RotateWhileAnchored)
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{
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// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
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// (Since the user being buckled to it holds it down with their weight.)
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// This is logically equivalent to RotateWhileAnchored.
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// Barstools and office chairs have independent wheels, while regular chairs don't.
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rotatable.Owner.Transform.WorldRotation = diffAngle;
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return true;
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}
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}
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}
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}
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return false;
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}
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}
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}
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