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

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@@ -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
});
}
}

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@@ -0,0 +1,8 @@
using Content.Shared.MouseRotator;
namespace Content.Server.MouseRotator;
/// <inheritdoc/>
public sealed class MouseRotatorSystem : SharedMouseRotatorSystem
{
}

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@@ -0,0 +1,11 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Interaction.Components;
/// <summary>
/// This is used for entities which should not rotate on interactions (for instance those who use <see cref="MouseRotator"/> instead)
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class NoRotateOnInteractComponent : Component
{
}

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@@ -44,7 +44,7 @@ namespace Content.Shared.Interaction
if (Math.Abs(rotationDiff) > maxRotate) if (Math.Abs(rotationDiff) > maxRotate)
{ {
var goalTheta = worldRot + Math.Sign(rotationDiff) * maxRotate; var goalTheta = worldRot + Math.Sign(rotationDiff) * maxRotate;
_transform.SetWorldRotation(xform, goalTheta); TryFaceAngle(uid, goalTheta, xform);
rotationDiff = (goalRotation - goalTheta); rotationDiff = (goalRotation - goalTheta);
if (Math.Abs(rotationDiff) > tolerance) if (Math.Abs(rotationDiff) > tolerance)
@@ -55,11 +55,11 @@ namespace Content.Shared.Interaction
return true; return true;
} }
_transform.SetWorldRotation(xform, goalRotation); TryFaceAngle(uid, goalRotation, xform);
} }
else else
{ {
_transform.SetWorldRotation(xform, goalRotation); TryFaceAngle(uid, goalRotation, xform);
} }
return true; return true;
@@ -85,7 +85,7 @@ namespace Content.Shared.Interaction
if (!Resolve(user, ref xform)) if (!Resolve(user, ref xform))
return false; return false;
xform.WorldRotation = diffAngle; _transform.SetWorldRotation(xform, diffAngle);
return true; return true;
} }
@@ -101,7 +101,7 @@ namespace Content.Shared.Interaction
// (Since the user being buckled to it holds it down with their weight.) // (Since the user being buckled to it holds it down with their weight.)
// This is logically equivalent to RotateWhileAnchored. // This is logically equivalent to RotateWhileAnchored.
// Barstools and office chairs have independent wheels, while regular chairs don't. // Barstools and office chairs have independent wheels, while regular chairs don't.
Transform(rotatable.Owner).WorldRotation = diffAngle; _transform.SetWorldRotation(Transform(suid.Value), diffAngle);
return true; return true;
} }
} }

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@@ -433,6 +433,7 @@ namespace Content.Shared.Interaction
if (coordinates.GetMapId(EntityManager) != Transform(user).MapID) if (coordinates.GetMapId(EntityManager) != Transform(user).MapID)
return false; return false;
if (!HasComp<NoRotateOnInteractComponent>(user))
_rotateToFaceSystem.TryFaceCoordinates(user, coordinates.ToMapPos(EntityManager)); _rotateToFaceSystem.TryFaceCoordinates(user, coordinates.ToMapPos(EntityManager));
return true; return true;

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@@ -0,0 +1,43 @@
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.MouseRotator;
/// <summary>
/// This component allows overriding an entities local rotation based on the client's mouse movement
/// </summary>
/// <see cref="SharedMouseRotatorSystem"/>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MouseRotatorComponent : Component
{
/// <summary>
/// How much the desired angle needs to change before a predictive event is sent
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public Angle AngleTolerance = Angle.FromDegrees(5.0);
/// <summary>
/// The angle that will be lerped to
/// </summary>
[AutoNetworkedField, DataField]
public Angle? GoalRotation;
/// <summary>
/// Max degrees the entity can rotate per second
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public double RotationSpeed = float.MaxValue;
}
/// <summary>
/// Raised on an entity with <see cref="MouseRotatorComponent"/> as a predictive event on the client
/// when mouse rotation changes
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestMouseRotatorRotationEvent : EntityEventArgs
{
public Angle Rotation;
}

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@@ -0,0 +1,60 @@
using Content.Shared.Interaction;
using Robust.Shared.Timing;
namespace Content.Shared.MouseRotator;
/// <summary>
/// This handles rotating an entity based on mouse location
/// </summary>
/// <see cref="MouseRotatorComponent"/>
public abstract class SharedMouseRotatorSystem : EntitySystem
{
[Dependency] private readonly RotateToFaceSystem _rotate = default!;
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<RequestMouseRotatorRotationEvent>(OnRequestRotation);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// TODO maybe `ActiveMouseRotatorComponent` to avoid querying over more entities than we need?
// (if this is added to players)
// (but arch makes these fast anyway, so)
var query = EntityQueryEnumerator<MouseRotatorComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var rotator, out var xform))
{
if (rotator.GoalRotation == null)
continue;
if (_rotate.TryRotateTo(
uid,
rotator.GoalRotation.Value,
frameTime,
rotator.AngleTolerance,
MathHelper.DegreesToRadians(rotator.RotationSpeed),
xform))
{
// Stop rotating if we finished
rotator.GoalRotation = null;
Dirty(uid, rotater);
}
}
}
private void OnRequestRotation(RequestMouseRotatorRotationEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } ent || !TryComp<MouseRotatorComponent>(ent, out var rotator))
{
Log.Error($"User {args.SenderSession.Name} ({args.SenderSession.UserId}) tried setting local rotation without a mouse rotator component attached!");
return;
}
rotator.GoalRotation = msg.Rotation;
Dirty(ent, rotator);
}
}

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@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// This is used for entities which shouldn't have their local rotation set when moving, e.g. those using
/// <see cref="MouseRotator"/> instead
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class NoRotateOnMoveComponent : Component
{
}

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@@ -54,6 +54,7 @@ namespace Content.Shared.Movement.Systems
protected EntityQuery<SharedPullableComponent> PullableQuery; protected EntityQuery<SharedPullableComponent> PullableQuery;
protected EntityQuery<TransformComponent> XformQuery; protected EntityQuery<TransformComponent> XformQuery;
protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery; protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
private const float StepSoundMoveDistanceRunning = 2; private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f; private const float StepSoundMoveDistanceWalking = 1.5f;
@@ -84,6 +85,7 @@ namespace Content.Shared.Movement.Systems
RelayQuery = GetEntityQuery<RelayInputMoverComponent>(); RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
PullableQuery = GetEntityQuery<SharedPullableComponent>(); PullableQuery = GetEntityQuery<SharedPullableComponent>();
XformQuery = GetEntityQuery<TransformComponent>(); XformQuery = GetEntityQuery<TransformComponent>();
NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>(); CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
InitializeFootsteps(); InitializeFootsteps();
@@ -246,10 +248,13 @@ namespace Content.Shared.Movement.Systems
if (worldTotal != Vector2.Zero) if (worldTotal != Vector2.Zero)
{ {
var worldRot = _transform.GetWorldRotation(xform); if (!NoRotateQuery.HasComponent(uid))
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot); {
// TODO apparently this results in a duplicate move event because "This should have its event run during // TODO apparently this results in a duplicate move event because "This should have its event run during
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event? // island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
var worldRot = _transform.GetWorldRotation(xform);
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
}
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) && if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef)) TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))

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@@ -66,7 +66,6 @@
interactSuccessSound: interactSuccessSound:
path: /Audio/Effects/double_beep.ogg path: /Audio/Effects/double_beep.ogg
- type: CombatMode - type: CombatMode
combatToggleAction: ActionCombatModeToggleOff
- type: Damageable - type: Damageable
damageContainer: Inorganic damageContainer: Inorganic
- type: Destructible - type: Destructible
@@ -110,6 +109,12 @@
3.141 3.141
SoundTargetInLOS: !type:SoundPathSpecifier SoundTargetInLOS: !type:SoundPathSpecifier
path: /Audio/Effects/double_beep.ogg path: /Audio/Effects/double_beep.ogg
- type: MouseRotator
rotationSpeed: 180
- type: NoRotateOnInteract
- type: NoRotateOnMove
- type: Input
context: "human"
- type: entity - type: entity
parent: BaseWeaponTurret parent: BaseWeaponTurret