Mouse rotator system (#19267)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Kara
2023-09-22 22:45:13 -07:00
committed by GitHub
parent 69bcd69715
commit b8b4e918e2
10 changed files with 217 additions and 11 deletions

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using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.MouseRotator;
/// <summary>
/// This component allows overriding an entities local rotation based on the client's mouse movement
/// </summary>
/// <see cref="SharedMouseRotatorSystem"/>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MouseRotatorComponent : Component
{
/// <summary>
/// How much the desired angle needs to change before a predictive event is sent
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public Angle AngleTolerance = Angle.FromDegrees(5.0);
/// <summary>
/// The angle that will be lerped to
/// </summary>
[AutoNetworkedField, DataField]
public Angle? GoalRotation;
/// <summary>
/// Max degrees the entity can rotate per second
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public double RotationSpeed = float.MaxValue;
}
/// <summary>
/// Raised on an entity with <see cref="MouseRotatorComponent"/> as a predictive event on the client
/// when mouse rotation changes
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestMouseRotatorRotationEvent : EntityEventArgs
{
public Angle Rotation;
}

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using Content.Shared.Interaction;
using Robust.Shared.Timing;
namespace Content.Shared.MouseRotator;
/// <summary>
/// This handles rotating an entity based on mouse location
/// </summary>
/// <see cref="MouseRotatorComponent"/>
public abstract class SharedMouseRotatorSystem : EntitySystem
{
[Dependency] private readonly RotateToFaceSystem _rotate = default!;
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<RequestMouseRotatorRotationEvent>(OnRequestRotation);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// TODO maybe `ActiveMouseRotatorComponent` to avoid querying over more entities than we need?
// (if this is added to players)
// (but arch makes these fast anyway, so)
var query = EntityQueryEnumerator<MouseRotatorComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var rotator, out var xform))
{
if (rotator.GoalRotation == null)
continue;
if (_rotate.TryRotateTo(
uid,
rotator.GoalRotation.Value,
frameTime,
rotator.AngleTolerance,
MathHelper.DegreesToRadians(rotator.RotationSpeed),
xform))
{
// Stop rotating if we finished
rotator.GoalRotation = null;
Dirty(uid, rotater);
}
}
}
private void OnRequestRotation(RequestMouseRotatorRotationEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } ent || !TryComp<MouseRotatorComponent>(ent, out var rotator))
{
Log.Error($"User {args.SenderSession.Name} ({args.SenderSession.UserId}) tried setting local rotation without a mouse rotator component attached!");
return;
}
rotator.GoalRotation = msg.Rotation;
Dirty(ent, rotator);
}
}