Files
wwdpublic/Content.Shared/Interaction/RotateToFaceSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

111 lines
4.2 KiB
C#

using System.Numerics;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
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 - _transform.GetMapCoordinates(user, xform: xform).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 (TryComp(user, out BuckleComponent? buckle) && buckle.BuckledTo is {} strap)
{
// What if a person is strapped to a borg?
// I'm pretty sure this would allow them to be partially ratatouille'd
// We're buckled to another object. Is that object rotatable?
if (!TryComp<RotatableComponent>(strap, out var rotatable) || !rotatable.RotateWhileAnchored)
return false;
// 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(strap), diffAngle);
return true;
}
// user is not buckled in; apply to their transform
if (!Resolve(user, ref xform))
return false;
_transform.SetWorldRotation(xform, diffAngle);
return true;
}
}
}