Files
tbd-station-14/Content.Client/MouseRotator/MouseRotatorSystem.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

78 lines
2.4 KiB
C#

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;
/// <inheritdoc/>
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.LocalEntity;
if (player == null || !TryComp<MouseRotatorComponent>(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);
// 4-dir handling is separate --
// only raise event if the cardinal direction has changed
if (rotator.Simple4DirMode)
{
var angleDir = angle.GetCardinalDir();
if (angleDir == curRot.GetCardinalDir())
return;
RaisePredictiveEvent(new RequestMouseRotatorRotationSimpleEvent()
{
Direction = angleDir,
});
return;
}
// 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
});
}
}