Fix MouseRotator on rotated grids (#29663)
* fix harm mode rotation * cleanup * -pi to pi
This commit is contained in:
@@ -2,7 +2,6 @@
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.Replays.Loading;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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@@ -46,13 +45,19 @@ public sealed class MouseRotatorSystem : SharedMouseRotatorSystem
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// only raise event if the cardinal direction has changed
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if (rotator.Simple4DirMode)
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{
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var angleDir = angle.GetCardinalDir();
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if (angleDir == curRot.GetCardinalDir())
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var eyeRot = _eye.CurrentEye.Rotation; // camera rotation
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var angleDir = (angle + eyeRot).GetCardinalDir(); // apply GetCardinalDir in the camera frame, not in the world frame
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if (angleDir == (curRot + eyeRot).GetCardinalDir())
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return;
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RaisePredictiveEvent(new RequestMouseRotatorRotationSimpleEvent()
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var rotation = angleDir.ToAngle() - eyeRot; // convert back to world frame
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if (rotation >= Math.PI) // convert to [-PI, +PI)
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rotation -= 2 * Math.PI;
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else if (rotation < -Math.PI)
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rotation += 2 * Math.PI;
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RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
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{
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Direction = angleDir,
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Rotation = rotation
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});
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return;
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@@ -30,8 +30,7 @@ public sealed partial class MouseRotatorComponent : Component
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public double RotationSpeed = float.MaxValue;
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/// <summary>
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/// This one is important. If this is true, <see cref="AngleTolerance"/> does not apply, and the system will
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/// use <see cref="RequestMouseRotatorRotationSimpleEvent"/> instead. In this mode, the client will only send
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/// This one is important. If this is true, <see cref="AngleTolerance"/> does not apply. In this mode, the client will only send
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/// events when an entity should snap to a different cardinal direction, rather than for every angle change.
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///
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/// This is useful for cases like humans, where what really matters is the visual sprite direction, as opposed to something
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@@ -50,13 +49,3 @@ public sealed class RequestMouseRotatorRotationEvent : EntityEventArgs
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{
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public Angle Rotation;
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}
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/// <summary>
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/// Simpler version of <see cref="RequestMouseRotatorRotationEvent"/> for implementations
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/// that only require snapping to 4-dir and not full angle rotation.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RequestMouseRotatorRotationSimpleEvent : EntityEventArgs
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{
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public Direction Direction;
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}
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@@ -1,5 +1,4 @@
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using Content.Shared.Interaction;
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using Robust.Shared.Timing;
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namespace Content.Shared.MouseRotator;
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@@ -16,7 +15,6 @@ public abstract class SharedMouseRotatorSystem : EntitySystem
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base.Initialize();
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SubscribeAllEvent<RequestMouseRotatorRotationEvent>(OnRequestRotation);
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SubscribeAllEvent<RequestMouseRotatorRotationSimpleEvent>(OnRequestSimpleRotation);
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}
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public override void Update(float frameTime)
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@@ -50,7 +48,7 @@ public abstract class SharedMouseRotatorSystem : EntitySystem
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private void OnRequestRotation(RequestMouseRotatorRotationEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not { } ent
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|| !TryComp<MouseRotatorComponent>(ent, out var rotator) || rotator.Simple4DirMode)
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|| !TryComp<MouseRotatorComponent>(ent, out var rotator))
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{
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Log.Error($"User {args.SenderSession.Name} ({args.SenderSession.UserId}) tried setting local rotation directly without a valid mouse rotator component attached!");
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return;
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@@ -59,17 +57,4 @@ public abstract class SharedMouseRotatorSystem : EntitySystem
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rotator.GoalRotation = msg.Rotation;
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Dirty(ent, rotator);
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}
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private void OnRequestSimpleRotation(RequestMouseRotatorRotationSimpleEvent ev, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not { } ent
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|| !TryComp<MouseRotatorComponent>(ent, out var rotator) || !rotator.Simple4DirMode)
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{
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Log.Error($"User {args.SenderSession.Name} ({args.SenderSession.UserId}) tried setting 4-dir rotation directly without a valid mouse rotator component attached!");
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return;
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}
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rotator.GoalRotation = ev.Direction.ToAngle();
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Dirty(ent, rotator);
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}
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}
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