* Fix rotate verbs not being predicted * fixes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
214 lines
8.2 KiB
C#
214 lines
8.2 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Shared.Rotatable;
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/// <summary>
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/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
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/// </summary>
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public sealed class RotatableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<FlippableComponent, GetVerbsEvent<Verb>>(AddFlipVerb);
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SubscribeLocalEvent<RotatableComponent, GetVerbsEvent<Verb>>(AddRotateVerbs);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.RotateObjectClockwise, new PointerInputCmdHandler(HandleRotateObjectClockwise))
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.Bind(ContentKeyFunctions.RotateObjectCounterclockwise, new PointerInputCmdHandler(HandleRotateObjectCounterclockwise))
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.Bind(ContentKeyFunctions.FlipObject, new PointerInputCmdHandler(HandleFlipObject))
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.Register<RotatableSystem>();
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}
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private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract)
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return;
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// Check if the object is anchored.
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if (TryComp<PhysicsComponent>(uid, out var physics) && physics.BodyType == BodyType.Static)
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return;
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Verb verb = new()
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{
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Act = () => Flip(uid, component),
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Text = Loc.GetString("flippable-verb-get-data-text"),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/flip.svg.192dpi.png")),
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Priority = -3, // show flip last
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DoContactInteraction = true
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};
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args.Verbs.Add(verb);
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}
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private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess
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|| !args.CanInteract
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|| !args.CanComplexInteract
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|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
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return;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!component.RotateWhileAnchored &&
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TryComp<PhysicsComponent>(uid, out var physics) &&
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physics.BodyType == BodyType.Static)
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return;
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Verb resetRotation = new()
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{
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DoContactInteraction = true,
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Act = () => ResetRotation(uid),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
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Text = Loc.GetString("rotate-reset-verb-get-data-text"),
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Priority = -2, // show CCW, then CW, then reset
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CloseMenu = false,
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};
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args.Verbs.Add(resetRotation);
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// rotate clockwise
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Verb rotateCW = new()
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{
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Act = () => Rotate(uid, -component.Increment),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
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Text = Loc.GetString("rotate-verb-get-data-text"),
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Priority = -1,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCW);
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// rotate counter-clockwise
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Verb rotateCCW = new()
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{
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Act = () => Rotate(uid, component.Increment),
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
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Text = Loc.GetString("rotate-counter-verb-get-data-text"),
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Priority = 0,
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CloseMenu = false, // allow for easy double rotations.
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};
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args.Verbs.Add(rotateCCW);
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}
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/// <summary>
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/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
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/// </summary>
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public void Flip(EntityUid uid, FlippableComponent component)
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{
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var oldTransform = Comp<TransformComponent>(uid);
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var entity = PredictedSpawnAtPosition(component.MirrorEntity, oldTransform.Coordinates);
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var newTransform = Comp<TransformComponent>(entity);
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_transform.SetLocalRotation(entity, oldTransform.LocalRotation);
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_transform.Unanchor(entity, newTransform);
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PredictedDel(uid);
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}
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private bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Rotate(entity, -rotatableComp.Increment);
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return false;
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}
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private bool HandleRotateObjectCounterclockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<RotatableComponent>(entity, out var rotatableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && TryComp<PhysicsComponent>(entity, out var physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupClient(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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return false;
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}
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Rotate(entity, rotatableComp.Increment);
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return false;
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}
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private bool HandleFlipObject(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not { Valid: true } player || !Exists(player))
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return false;
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if (!TryComp<FlippableComponent>(entity, out var flippableComp))
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return false;
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if (!_actionBlocker.CanInteract(player, entity)
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|| !_actionBlocker.CanComplexInteract(player)
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|| !_interaction.InRangeAndAccessible(player, entity))
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return false;
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// Check if the object is anchored.
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if (TryComp<PhysicsComponent>(entity, out var physics) && physics.BodyType == BodyType.Static)
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{
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_popup.PopupClient(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
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return false;
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}
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Flip(entity, flippableComp);
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return false;
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}
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private void Rotate(Entity<TransformComponent?> ent, Angle angle)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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_transform.SetLocalRotation(ent.Owner, ent.Comp.LocalRotation + angle);
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}
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private void ResetRotation(Entity<TransformComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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_transform.SetLocalRotation(ent.Owner, Angle.Zero);
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}
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}
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