Fix barstool rotation (#5134)

This commit is contained in:
20kdc
2021-11-02 18:38:47 +00:00
committed by GitHub
parent b86fd5f57d
commit 7ced7b67c7
4 changed files with 83 additions and 45 deletions

View File

@@ -4,6 +4,7 @@ using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Actions.Prototypes;
using Content.Shared.Interaction.Events;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Shared.GameObjects;
@@ -186,15 +187,7 @@ namespace Content.Server.Actions
return false;
}
if (!EntitySystem.Get<ActionBlockerSystem>().CanChangeDirection(player)) return true;
// don't set facing unless they clicked far enough away
var diff = targetWorldPos - player.Transform.WorldPosition;
if (diff.LengthSquared > 0.01f)
{
player.Transform.LocalRotation = Angle.FromWorldVec(diff);
}
EntitySystem.Get<RotateToFaceSystem>().TryFaceCoordinates(player, targetWorldPos);
return true;
}
}

View File

@@ -44,6 +44,7 @@ namespace Content.Server.Interaction
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
public override void Initialize()
{
@@ -357,38 +358,11 @@ namespace Content.Server.Interaction
return false;
}
FaceClickCoordinates(user, coordinates);
_rotateToFaceSystem.TryFaceCoordinates(user, coordinates.ToMapPos(EntityManager));
return true;
}
private void FaceClickCoordinates(IEntity user, EntityCoordinates coordinates)
{
var diff = coordinates.ToMapPos(EntityManager) - user.Transform.MapPosition.Position;
if (diff.LengthSquared <= 0.01f)
return;
var diffAngle = Angle.FromWorldVec(diff);
if (_actionBlockerSystem.CanChangeDirection(user))
{
user.Transform.WorldRotation = diffAngle;
}
else
{
if (user.TryGetComponent(out BuckleComponent? buckle) && (buckle.BuckledTo != null))
{
// We're buckled to another object. Is that object rotatable?
if (buckle.BuckledTo!.Owner.TryGetComponent(out RotatableComponent? rotatable) && rotatable.RotateWhileAnchored)
{
// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
// (Since the user being buckled to it holds it down with their weight.)
// This is logically equivalent to RotateWhileAnchored.
// Barstools and office chairs have independent wheels, while regular chairs don't.
rotatable.Owner.Transform.LocalRotation = diffAngle;
}
}
}
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds components with the InteractHand interface and calls their function

View File

@@ -6,6 +6,7 @@ using Content.Server.Pointing.Components;
using Content.Server.Visible;
using Content.Shared.ActionBlocker;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Popups;
using Content.Shared.Verbs;
@@ -32,6 +33,7 @@ namespace Content.Server.Pointing.EntitySystems
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
@@ -114,14 +116,7 @@ namespace Content.Server.Pointing.EntitySystems
return false;
}
if (_actionBlockerSystem.CanChangeDirection(player))
{
var diff = mapCoords.Position - player.Transform.MapPosition.Position;
if (diff.LengthSquared > 0.01f)
{
player.Transform.WorldRotation = Angle.FromWorldVec(diff);
}
}
_rotateToFaceSystem.TryFaceCoordinates(player, mapCoords.Position);
var arrow = EntityManager.SpawnEntity("pointingarrow", mapCoords);

View File

@@ -0,0 +1,76 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.Rotatable;
using Content.Shared.Inventory;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared.Interaction
{
/// <summary>
/// Contains common code used to rotate a player to face a given target or direction.
/// This interaction in itself is useful for various roleplay purposes.
/// But it needs specialized code to handle chairs and such.
/// Doesn't really fit with SharedInteractionSystem so it's not there.
/// </summary>
[UsedImplicitly]
public class RotateToFaceSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public bool TryFaceCoordinates(IEntity user, Vector2 coordinates)
{
var diff = coordinates - user.Transform.MapPosition.Position;
if (diff.LengthSquared <= 0.01f)
return true;
var diffAngle = Angle.FromWorldVec(diff);
return TryFaceAngle(user, diffAngle);
}
public bool TryFaceAngle(IEntity user, Angle diffAngle)
{
if (_actionBlockerSystem.CanChangeDirection(user))
{
user.Transform.WorldRotation = diffAngle;
return true;
}
else
{
if (user.TryGetComponent(out SharedBuckleComponent? buckle) && buckle.Buckled)
{
var suid = buckle.LastEntityBuckledTo;
if (suid != null)
{
// We're buckled to another object. Is that object rotatable?
if (EntityManager.TryGetComponent<RotatableComponent>(suid.Value!, out var rotatable) && rotatable.RotateWhileAnchored)
{
// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
// (Since the user being buckled to it holds it down with their weight.)
// This is logically equivalent to RotateWhileAnchored.
// Barstools and office chairs have independent wheels, while regular chairs don't.
rotatable.Owner.Transform.WorldRotation = diffAngle;
return true;
}
}
}
}
return false;
}
}
}