Mouse rotator system (#19267)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Kara
2023-09-22 22:45:13 -07:00
committed by GitHub
parent 69bcd69715
commit b8b4e918e2
10 changed files with 217 additions and 11 deletions

View File

@@ -0,0 +1,61 @@
using Content.Shared.MouseRotator;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.MouseRotator;
/// <inheritdoc/>
public sealed class MouseRotatorSystem : SharedMouseRotatorSystem
{
[Dependency] private readonly IInputManager _input = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted || !_input.MouseScreenPosition.IsValid)
return;
var player = _player.LocalPlayer?.ControlledEntity;
if (player == null || !TryComp<MouseRotatorComponent>(player, out var rotator))
return;
var xform = Transform(player.Value);
// Get mouse loc and convert to angle based on player location
var coords = _input.MouseScreenPosition;
var mapPos = _eye.PixelToMap(coords);
if (mapPos.MapId == MapId.Nullspace)
return;
var angle = (mapPos.Position - xform.MapPosition.Position).ToWorldAngle();
var curRot = _transform.GetWorldRotation(xform);
// Don't raise event if mouse ~hasn't moved (or if too close to goal rotation already)
var diff = Angle.ShortestDistance(angle, curRot);
if (Math.Abs(diff.Theta) < rotator.AngleTolerance.Theta)
return;
if (rotator.GoalRotation != null)
{
var goalDiff = Angle.ShortestDistance(angle, rotator.GoalRotation.Value);
if (Math.Abs(goalDiff.Theta) < rotator.AngleTolerance.Theta)
return;
}
RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
{
Rotation = angle
});
}
}