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