Better pinpointer accuracy + small cleanup (#12378)
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@@ -1,10 +1,7 @@
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using Content.Shared.Pinpointer;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Pinpointer
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{
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@@ -40,9 +37,9 @@ namespace Content.Client.Pinpointer
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if (args.Current is not PinpointerComponentState state)
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return;
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SetActive(uid, state.IsActive, pinpointer);
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SetDirection(uid, state.DirectionToTarget, pinpointer);
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SetDistance(uid, state.DistanceToTarget, pinpointer);
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pinpointer.IsActive = state.IsActive;
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pinpointer.ArrowAngle = state.ArrowAngle;
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pinpointer.DistanceToTarget = state.DistanceToTarget;
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}
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private void UpdateAppearance(EntityUid uid, PinpointerComponent? pinpointer = null,
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@@ -55,13 +52,13 @@ namespace Content.Client.Pinpointer
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_appearance.SetData(uid, PinpointerVisuals.TargetDistance, pinpointer.DistanceToTarget, appearance);
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}
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private void UpdateDirAppearance(EntityUid uid, Direction dir,PinpointerComponent? pinpointer = null,
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private void UpdateArrowAngle(EntityUid uid, Angle angle, PinpointerComponent? pinpointer = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref pinpointer, ref appearance))
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return;
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_appearance.SetData(uid, PinpointerVisuals.TargetDirection, dir, appearance);
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_appearance.SetData(uid, PinpointerVisuals.ArrowAngle, angle, appearance);
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}
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/// <summary>
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@@ -70,20 +67,12 @@ namespace Content.Client.Pinpointer
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/// </summary>
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private void UpdateEyeDir(EntityUid uid, PinpointerComponent? pinpointer = null)
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{
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if (!Resolve(uid, ref pinpointer))
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if (!Resolve(uid, ref pinpointer) || !pinpointer.HasTarget)
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return;
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var worldDir = pinpointer.DirectionToTarget;
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if (worldDir == Direction.Invalid)
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{
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UpdateDirAppearance(uid, Direction.Invalid, pinpointer);
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return;
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}
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var eye = _eyeManager.CurrentEye;
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var angle = worldDir.ToAngle() + eye.Rotation;
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var eyeDir = angle.GetDir();
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UpdateDirAppearance(uid, eyeDir, pinpointer);
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var angle = pinpointer.ArrowAngle + eye.Rotation;
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UpdateArrowAngle(uid, angle, pinpointer);
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}
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}
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}
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@@ -1,64 +0,0 @@
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using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Pinpointer
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{
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[UsedImplicitly]
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public sealed class PinpointerVisualizer : AppearanceVisualizer
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{
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite))
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return;
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// check if pinpointer screen is active
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if (!component.TryGetData(PinpointerVisuals.IsActive, out bool isActive) || !isActive)
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{
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sprite.LayerSetVisible(PinpointerLayers.Screen, false);
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return;
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}
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// check if it has direction to target
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sprite.LayerSetVisible(PinpointerLayers.Screen, true);
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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if (!component.TryGetData(PinpointerVisuals.TargetDirection, out Direction dir) || dir == Direction.Invalid)
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{
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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return;
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}
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// check distance to target
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if (!component.TryGetData(PinpointerVisuals.TargetDistance, out Distance dis))
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dis = Distance.UNKNOWN;
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switch (dis)
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{
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case Distance.REACHED:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinondirect");
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break;
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case Distance.CLOSE:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonclose");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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case Distance.MEDIUM:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonmedium");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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case Distance.FAR:
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case Distance.UNKNOWN:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonfar");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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}
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}
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}
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}
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60
Content.Client/Pinpointer/PinpointerVisualizerSystem.cs
Normal file
60
Content.Client/Pinpointer/PinpointerVisualizerSystem.cs
Normal file
@@ -0,0 +1,60 @@
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using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Pinpointer
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{
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[UsedImplicitly]
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public sealed class PinpointerVisualizerSystem : VisualizerSystem<PinpointerComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, PinpointerComponent component, ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (!TryComp(component.Owner, out SpriteComponent? sprite))
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return;
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// check if pinpointer screen is active
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if (!args.Component.TryGetData(PinpointerVisuals.IsActive, out bool isActive) || !isActive)
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{
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sprite.LayerSetVisible(PinpointerLayers.Screen, false);
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return;
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}
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sprite.LayerSetVisible(PinpointerLayers.Screen, true);
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// check distance and direction to target
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if (!args.Component.TryGetData(PinpointerVisuals.TargetDistance, out Distance dis) ||
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!args.Component.TryGetData(PinpointerVisuals.ArrowAngle, out Angle angle))
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{
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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return;
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}
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switch (dis)
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{
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case Distance.Reached:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinondirect");
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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break;
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case Distance.Close:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonclose");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Medium:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonmedium");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Far:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonfar");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Unknown:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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break;
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}
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}
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}
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}
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