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- using Content.Shared.MouseRotator;
- using Robust.Client.Graphics;
- using Robust.Client.Input;
- using Robust.Client.Player;
- using Robust.Shared.Map;
- using Robust.Shared.Timing;
- namespace Content.Client.MouseRotator;
- /// <inheritdoc/>
- public sealed class MouseRotatorSystem : SharedMouseRotatorSystem
- {
- [Dependency] private readonly IInputManager _input = default!;
- [Dependency] private readonly IPlayerManager _player = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IEyeManager _eye = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- if (!_timing.IsFirstTimePredicted || !_input.MouseScreenPosition.IsValid)
- return;
- var player = _player.LocalEntity;
- if (player == null || !TryComp<MouseRotatorComponent>(player, out var rotator))
- return;
- var xform = Transform(player.Value);
- // Get mouse loc and convert to angle based on player location
- var coords = _input.MouseScreenPosition;
- var mapPos = _eye.PixelToMap(coords);
- if (mapPos.MapId == MapId.Nullspace)
- return;
- var angle = (mapPos.Position - _transform.GetMapCoordinates(player.Value, xform: xform).Position).ToWorldAngle();
- var curRot = _transform.GetWorldRotation(xform);
- // 4-dir handling is separate --
- // only raise event if the cardinal direction has changed
- if (rotator.Simple4DirMode)
- {
- var eyeRot = _eye.CurrentEye.Rotation; // camera rotation
- var angleDir = (angle + eyeRot).GetCardinalDir(); // apply GetCardinalDir in the camera frame, not in the world frame
- if (angleDir == (curRot + eyeRot).GetCardinalDir())
- return;
- var rotation = angleDir.ToAngle() - eyeRot; // convert back to world frame
- if (rotation >= Math.PI) // convert to [-PI, +PI)
- rotation -= 2 * Math.PI;
- else if (rotation < -Math.PI)
- rotation += 2 * Math.PI;
- RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
- {
- Rotation = rotation
- });
- return;
- }
- // Don't raise event if mouse ~hasn't moved (or if too close to goal rotation already)
- var diff = Angle.ShortestDistance(angle, curRot);
- if (Math.Abs(diff.Theta) < rotator.AngleTolerance.Theta)
- return;
- if (rotator.GoalRotation != null)
- {
- var goalDiff = Angle.ShortestDistance(angle, rotator.GoalRotation.Value);
- if (Math.Abs(goalDiff.Theta) < rotator.AngleTolerance.Theta)
- return;
- }
- RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
- {
- Rotation = angle
- });
- }
- }
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