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## Mirror of PR #24308: [Prevent dead players from turning bar stools](https://github.com/space-wizards/space-station-14/pull/24308) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `15a7520df17a6fa95cbd8ce8914edab5b0d7ed50` PR opened by <img src="https://avatars.githubusercontent.com/u/4543739?v=4" width="16"/><a href="https://github.com/Nopey"> Nopey</a> at 2024-01-19 22:47:45 UTC --- PR changed 3 files with 11 additions and 18 deletions. The PR had the following labels: --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > Bugfix. > > ## Why / Balance > Previously, players could always turn a bar stool (or office chair, etc..) they were buckled into; even while stone cold dead. > > ## Technical details > RotateToFaceSystem now only lets players rotate barstools (& similar) when the actionBlockerSystem reports that they CanChangeDirection; this also means players who are frozen by admins (see AdminFrozenSystem) can no longer spin barstools. > > SharedBuckleSystem no longer tries to prevent buckled players from being able to change direction, instead relying on RotateToFaceSystem to ensure that players on beds and such don't rotate. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame > > Video showcasing prior broken behavior: > > https://github.com/space-wizards/space-station-14/assets/4543739/74be203a-0961-4850-842a-768d927f6691 > > > > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > 🆑 > - fix: Dead players can no longer spin on a bar stool. > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > 🆑 > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > </details> Co-authored-by: SimpleStation14 <Unknown>
115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
using System.Numerics;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Rotatable;
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using JetBrains.Annotations;
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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 sealed class RotateToFaceSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <summary>
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/// Tries to rotate the entity towards the target rotation. Returns false if it needs to keep rotating.
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/// </summary>
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public bool TryRotateTo(EntityUid uid,
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Angle goalRotation,
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float frameTime,
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Angle tolerance,
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double rotationSpeed = float.MaxValue,
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TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref xform))
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return true;
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// If we have a max rotation speed then do that.
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// We'll rotate even if we can't shoot, looks better.
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if (rotationSpeed < float.MaxValue)
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{
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var worldRot = _transform.GetWorldRotation(xform);
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var rotationDiff = Angle.ShortestDistance(worldRot, goalRotation).Theta;
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var maxRotate = rotationSpeed * frameTime;
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if (Math.Abs(rotationDiff) > maxRotate)
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{
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var goalTheta = worldRot + Math.Sign(rotationDiff) * maxRotate;
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TryFaceAngle(uid, goalTheta, xform);
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rotationDiff = (goalRotation - goalTheta);
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if (Math.Abs(rotationDiff) > tolerance)
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{
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return false;
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}
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return true;
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}
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TryFaceAngle(uid, goalRotation, xform);
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}
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else
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{
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TryFaceAngle(uid, goalRotation, xform);
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}
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return true;
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}
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public bool TryFaceCoordinates(EntityUid user, Vector2 coordinates, TransformComponent? xform = null)
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{
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if (!Resolve(user, ref xform))
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return false;
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var diff = coordinates - xform.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, TransformComponent? xform = null)
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{
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if (!_actionBlockerSystem.CanChangeDirection(user))
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return false;
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if (EntityManager.TryGetComponent(user, out BuckleComponent? 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 (TryComp<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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_transform.SetWorldRotation(Transform(suid.Value), diffAngle);
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return true;
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}
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}
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return false;
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}
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// user is not buckled in; apply to their transform
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if (!Resolve(user, ref xform))
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return false;
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_transform.SetWorldRotation(xform, diffAngle);
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return true;
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}
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}
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}
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