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