* mech system, fix hands, fix fraction * fix * fix fake hypo * fix triple airlocks big sizing * fix * upd clown hulk * xd fix 2 * bigger exit delay * mechs reflect changes * guns changes * draike up * mechs in another category * add equipment * Revert "upd clown hulk" This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8. * SPIN MY MECH ASS * mech no rot * some resprite * no injections in hardsuits * some species can not be injectable * medipans can ignore armor, admeme hypospray ignore armor * fix * fix admeme hypo * mob fraction fix * rover + nt gygax add * fix description * fix id * some better dome effects * если пустая гильза в стволе -> Кнопки "казнь" не будет * phazon added * fix server crashes * full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer * some fixes * configure health of all mechs * upd * add rover to uplink * translate bundle * change price * phazon construction * fix * fix * Finish phazon construction * add phazon research and recipes * phazon construction translate * fix * Mech lights * fix * translate light action * Mech sounds, fix damage * fix * fix hello sound * upd * fix linter * change damagePercentage * fix * fix hello sound * temp disable damage sounds * fix battery needed on construct * some changes * add mech painting system as DEBUG(in dev) * Fix yaml, durand paintings * mech spray cans textures * change sprite * fix * ripley, clarke new textures * ripley,clarke paints * fix * sec pod texture --------- Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Mech.Components;
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namespace Content.Shared.MouseRotator;
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/// <summary>
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/// This handles rotating an entity based on mouse location
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/// </summary>
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/// <see cref="MouseRotatorComponent"/>
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public abstract class SharedMouseRotatorSystem : EntitySystem
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{
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<RequestMouseRotatorRotationEvent>(OnRequestRotation);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// TODO maybe `ActiveMouseRotatorComponent` to avoid querying over more entities than we need?
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// (if this is added to players)
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// (but arch makes these fast anyway, so)
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var query = EntityQueryEnumerator<MouseRotatorComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var rotator, out var xform))
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{
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if (rotator.GoalRotation == null)
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continue;
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var target = uid;
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if (TryComp<MechPilotComponent>(uid, out var mechPilot))
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{
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target = mechPilot.Mech;
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xform = Transform(mechPilot.Mech);
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}
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if (_rotate.TryRotateTo(
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target,
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rotator.GoalRotation.Value,
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frameTime,
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rotator.AngleTolerance,
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MathHelper.DegreesToRadians(rotator.RotationSpeed),
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xform))
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{
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// Stop rotating if we finished
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rotator.GoalRotation = null;
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Dirty(uid, rotator);
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}
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}
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}
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private void OnRequestRotation(RequestMouseRotatorRotationEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not { } ent
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|| !TryComp<MouseRotatorComponent>(ent, out var rotator))
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{
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Log.Error($"User {args.SenderSession.Name} ({args.SenderSession.UserId}) tried setting local rotation directly without a valid mouse rotator component attached!");
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return;
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}
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rotator.GoalRotation = msg.Rotation;
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Dirty(ent, rotator);
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}
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}
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