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; /// 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(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 }); } }