Files
tbd-station-14/Content.Client/Eye/EyeLerpingSystem.cs
2022-09-11 07:51:41 +10:00

192 lines
5.8 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Eye;
public sealed class EyeLerpingSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
// Eyes other than the primary eye that are currently active.
private readonly Dictionary<EntityUid, EyeLerpInformation> _activeEyes = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
UpdatesBefore.Add(typeof(EyeUpdateSystem));
}
private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
{
if (component.Eye == null)
return;
// If the eye starts up then don't lerp at all.
var xformQuery = GetEntityQuery<TransformComponent>();
TryComp<InputMoverComponent>(uid, out var mover);
xformQuery.TryGetComponent(uid, out var xform);
var lerpInfo = _activeEyes.GetOrNew(uid);
lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
lerpInfo.LastRotation = lerpInfo.TargetRotation;
if (xform != null)
{
lerpInfo.MapId = xform.MapID;
}
component.Eye.Rotation = lerpInfo.TargetRotation;
}
private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
{
RemoveEye(uid);
}
public void AddEye(EntityUid uid)
{
_activeEyes.TryAdd(uid, new EyeLerpInformation());
}
public void RemoveEye(EntityUid uid)
{
_activeEyes.Remove(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
var moverQuery = GetEntityQuery<InputMoverComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var foundEyes = new ValueList<EntityUid>(1);
// Set all of our eye rotations to the relevant values.
foreach (var (eye, entity) in GetEyes())
{
var lerpInfo = _activeEyes.GetOrNew(entity);
foundEyes.Add(entity);
moverQuery.TryGetComponent(entity, out var mover);
xformQuery.TryGetComponent(entity, out var xform);
lerpInfo.LastRotation = eye.Rotation;
lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
if (xform != null)
{
// If we traverse maps then don't lerp.
if (xform.MapID != lerpInfo.MapId)
{
lerpInfo.LastRotation = lerpInfo.TargetRotation;
}
}
}
foreach (var eye in foundEyes)
{
if (!_activeEyes.ContainsKey(eye))
{
_activeEyes.Remove(eye);
}
}
}
private Angle GetRotation(EntityQuery<TransformComponent> xformQuery, InputMoverComponent? mover = null, TransformComponent? xform = null)
{
// If we can move then tie our eye to our inputs (these also get lerped so it should be fine).
if (mover != null)
{
return -_mover.GetParentGridAngle(mover);
}
// if not tied to a mover then lock it to map / grid
if (xform != null)
{
var relative = xform.GridUid;
relative ??= xform.MapUid;
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
return -relativeXform.WorldRotation;
}
}
return Angle.Zero;
}
private IEnumerable<(IEye Eye, EntityUid Entity)> GetEyes()
{
if (_playerManager.LocalPlayer?.ControlledEntity is { } player && !Deleted(player))
{
yield return (_eyeManager.CurrentEye, player);
}
if (_activeEyes.Count == 0)
yield break;
var eyeQuery = GetEntityQuery<EyeComponent>();
foreach (var (ent, info) in _activeEyes)
{
if (!eyeQuery.TryGetComponent(ent, out var eyeComp) ||
eyeComp.Eye == null)
{
continue;
}
yield return (eyeComp.Eye, ent);
}
}
public override void FrameUpdate(float frameTime)
{
var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
const double lerpMinimum = 0.00001;
foreach (var (eye, entity) in GetEyes())
{
if (!_activeEyes.TryGetValue(entity, out var lerpInfo))
continue;
var shortest = Angle.ShortestDistance(lerpInfo.LastRotation, lerpInfo.TargetRotation);
if (Math.Abs(shortest.Theta) < lerpMinimum)
{
eye.Rotation = lerpInfo.TargetRotation;
continue;
}
eye.Rotation = shortest * tickFraction + lerpInfo.LastRotation;
}
}
private sealed class EyeLerpInformation
{
public Angle LastRotation;
public Angle TargetRotation;
/// <summary>
/// If we go to a new map then don't lerp and snap instantly.
/// </summary>
public MapId MapId;
}
}