Files
tbd-station-14/Content.Shared/Interaction/RotateToFaceSystem.cs
2022-02-16 18:23:23 +11:00

77 lines
3.1 KiB
C#

using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.Rotatable;
using Content.Shared.Inventory;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared.Interaction
{
/// <summary>
/// Contains common code used to rotate a player to face a given target or direction.
/// This interaction in itself is useful for various roleplay purposes.
/// But it needs specialized code to handle chairs and such.
/// Doesn't really fit with SharedInteractionSystem so it's not there.
/// </summary>
[UsedImplicitly]
public sealed class RotateToFaceSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public bool TryFaceCoordinates(EntityUid user, Vector2 coordinates)
{
var diff = coordinates - EntityManager.GetComponent<TransformComponent>(user).MapPosition.Position;
if (diff.LengthSquared <= 0.01f)
return true;
var diffAngle = Angle.FromWorldVec(diff);
return TryFaceAngle(user, diffAngle);
}
public bool TryFaceAngle(EntityUid user, Angle diffAngle)
{
if (_actionBlockerSystem.CanChangeDirection(user))
{
EntityManager.GetComponent<TransformComponent>(user).WorldRotation = diffAngle;
return true;
}
else
{
if (EntityManager.TryGetComponent(user, out SharedBuckleComponent? buckle) && buckle.Buckled)
{
var suid = buckle.LastEntityBuckledTo;
if (suid != null)
{
// We're buckled to another object. Is that object rotatable?
if (EntityManager.TryGetComponent<RotatableComponent>(suid.Value!, out var rotatable) && rotatable.RotateWhileAnchored)
{
// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
// (Since the user being buckled to it holds it down with their weight.)
// This is logically equivalent to RotateWhileAnchored.
// Barstools and office chairs have independent wheels, while regular chairs don't.
EntityManager.GetComponent<TransformComponent>(rotatable.Owner).WorldRotation = diffAngle;
return true;
}
}
}
}
return false;
}
}
}