Files
tbd-station-14/Content.Shared/Rotatable/RotatableSystem.cs
DrSmugleaf 06581a0045 Fix rotate verbs not being predicted (#38165)
* Fix rotate verbs not being predicted

* fixes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-02 17:34:36 -07:00

214 lines
8.2 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Shared.Rotatable;
/// <summary>
/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
/// </summary>
public sealed class RotatableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
CommandBinds.Builder
.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
.Register<RotatableSystem>();
}
private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract)
return;
// Check if the object is anchored.
if (TryComp<PhysicsComponent>(uid, out var physics) && physics.BodyType == BodyType.Static)
return;
Verb verb = new()
{
Act = () => Flip(uid, component),
Text = Loc.GetString("flippable-verb-get-data-text"),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
Priority = -3, // show flip last
DoContactInteraction = true
};
args.Verbs.Add(verb);
}
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess
|| !args.CanInteract
|| !args.CanComplexInteract
|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!component.RotateWhileAnchored &&
TryComp<PhysicsComponent>(uid, out var physics) &&
physics.BodyType == BodyType.Static)
return;
Verb resetRotation = new()
{
DoContactInteraction = true,
Act = () => ResetRotation(uid),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
Text = Loc.GetString("rotate-reset-verb-get-data-text"),
Priority = -2, // show CCW, then CW, then reset
CloseMenu = false,
};
args.Verbs.Add(resetRotation);
// rotate clockwise
Verb rotateCW = new()
{
Act = () => Rotate(uid, -component.Increment),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
Text = Loc.GetString("rotate-verb-get-data-text"),
Priority = -1,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCW);
// rotate counter-clockwise
Verb rotateCCW = new()
{
Act = () => Rotate(uid, component.Increment),
Category = VerbCategory.Rotate,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
Text = Loc.GetString("rotate-counter-verb-get-data-text"),
Priority = 0,
CloseMenu = false, // allow for easy double rotations.
};
args.Verbs.Add(rotateCCW);
}
/// <summary>
/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
/// </summary>
public void Flip(EntityUid uid, FlippableComponent component)
{
var oldTransform = Comp<TransformComponent>(uid);
var entity = PredictedSpawnAtPosition(component.MirrorEntity, oldTransform.Coordinates);
var newTransform = Comp<TransformComponent>(entity);
_transform.SetLocalRotation(entity, oldTransform.LocalRotation);
_transform.Unanchor(entity, newTransform);
PredictedDel(uid);
}
private bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Rotate(entity, -rotatableComp.Increment);
return false;
}
private bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
return false;
}
Rotate(entity, rotatableComp.Increment);
return false;
}
private bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
return false;
if (!TryComp<FlippableComponent>(entity, out var flippableComp))
return false;
if (!_actionBlocker.CanInteract(player, entity)
|| !_actionBlocker.CanComplexInteract(player)
|| !_interaction.InRangeAndAccessible(player, entity))
return false;
// Check if the object is anchored.
if (TryComp<PhysicsComponent>(entity, out var physics) && physics.BodyType == BodyType.Static)
{
_popup.PopupClient(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
return false;
}
Flip(entity, flippableComp);
return false;
}
private void Rotate(Entity<TransformComponent?> ent, Angle angle)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
_transform.SetLocalRotation(ent.Owner, ent.Comp.LocalRotation + angle);
}
private void ResetRotation(Entity<TransformComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
_transform.SetLocalRotation(ent.Owner, Angle.Zero);
}
}