Files
tbd-station-14/Content.Shared/Interaction/RotateToFaceSystem.cs
Magnus Larsen 15a7520df1 Prevent dead players from turning bar stools (#24308)
Prevent dead users from turning their bar stools

Previously, players could always turn a bar stool or office chair they
were buckled into; even while stone cold dead!
2024-03-15 21:03:18 +11:00

115 lines
4.3 KiB
C#

using System.Numerics;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Rotatable;
using JetBrains.Annotations;
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!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
/// <summary>
/// Tries to rotate the entity towards the target rotation. Returns false if it needs to keep rotating.
/// </summary>
public bool TryRotateTo(EntityUid uid,
Angle goalRotation,
float frameTime,
Angle tolerance,
double rotationSpeed = float.MaxValue,
TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform))
return true;
// If we have a max rotation speed then do that.
// We'll rotate even if we can't shoot, looks better.
if (rotationSpeed < float.MaxValue)
{
var worldRot = _transform.GetWorldRotation(xform);
var rotationDiff = Angle.ShortestDistance(worldRot, goalRotation).Theta;
var maxRotate = rotationSpeed * frameTime;
if (Math.Abs(rotationDiff) > maxRotate)
{
var goalTheta = worldRot + Math.Sign(rotationDiff) * maxRotate;
TryFaceAngle(uid, goalTheta, xform);
rotationDiff = (goalRotation - goalTheta);
if (Math.Abs(rotationDiff) > tolerance)
{
return false;
}
return true;
}
TryFaceAngle(uid, goalRotation, xform);
}
else
{
TryFaceAngle(uid, goalRotation, xform);
}
return true;
}
public bool TryFaceCoordinates(EntityUid user, Vector2 coordinates, TransformComponent? xform = null)
{
if (!Resolve(user, ref xform))
return false;
var diff = coordinates - xform.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, TransformComponent? xform = null)
{
if (!_actionBlockerSystem.CanChangeDirection(user))
return false;
if (EntityManager.TryGetComponent(user, out BuckleComponent? buckle) && buckle.Buckled)
{
var suid = buckle.LastEntityBuckledTo;
if (suid != null)
{
// We're buckled to another object. Is that object rotatable?
if (TryComp<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.
_transform.SetWorldRotation(Transform(suid.Value), diffAngle);
return true;
}
}
return false;
}
// user is not buckled in; apply to their transform
if (!Resolve(user, ref xform))
return false;
_transform.SetWorldRotation(xform, diffAngle);
return true;
}
}
}