Improved Slippery prediction, moves Slippery entirely to Shared (#3677)

* Fixes SlipperyComponent mispredict

* a

* Holy shit
This commit is contained in:
Vera Aguilera Puerto
2021-03-15 19:01:15 +01:00
committed by GitHub
parent 666fb9e2af
commit 0c35b78401
6 changed files with 89 additions and 77 deletions

View File

@@ -1,23 +0,0 @@
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(SharedSlipperyComponent))]
public class SlipperyComponent : SharedSlipperyComponent
{
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not SlipperyComponentState state) return;
_slippery = state.Slippery;
_intersectPercentage = state.IntersectPercentage;
_paralyzeTime = state.ParalyzeTime;
_requiredSlipSpeed = state.RequiredSlipSpeed;
_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
}
}
}

View File

@@ -1,6 +1,7 @@
using Content.Server.GameObjects.Components.Fluids;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.Chemistry;
using JetBrains.Annotations;
using Robust.Shared.Map;

View File

@@ -5,6 +5,7 @@ using System.Threading;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps;
using Content.Shared.Physics;

View File

@@ -1,36 +0,0 @@
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(SharedSlipperyComponent))]
public class SlipperyComponent : SharedSlipperyComponent
{
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
[ViewVariables]
[DataField("slipSound")]
public string SlipSound { get; set; } = "/Audio/Effects/slip.ogg";
protected override void OnSlip()
{
if (!string.IsNullOrEmpty(SlipSound))
{
EntitySystem.Get<AudioSystem>()
.PlayFromEntity(SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery);
}
}
}

View File

@@ -2,35 +2,67 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Physics;
using Content.Shared.Interfaces;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedSlipperyComponent : Component, IStartCollide
[RegisterComponent]
public class SlipperyComponent : Component, IStartCollide
{
public sealed override string Name => "Slippery";
[Dependency] private IModuleManager _moduleManager = default!;
protected float _paralyzeTime = 3f;
protected float _intersectPercentage = 0.3f;
protected float _requiredSlipSpeed = 0.1f;
protected float _launchForwardsMultiplier = 1f;
protected bool _slippery = true;
public sealed override string Name => "Slippery";
public override uint? NetID => ContentNetIDs.SLIP;
private float _paralyzeTime = 3f;
private float _intersectPercentage = 0.3f;
private float _requiredSlipSpeed = 0.1f;
private float _launchForwardsMultiplier = 1f;
private bool _slippery = true;
private string _slipSound = "/Audio/Effects/slip.ogg";
/// <summary>
/// The list of entities that have been slipped by this component,
/// and which have not stopped colliding with its owner yet.
/// List of entities that are currently colliding with the entity.
/// </summary>
protected readonly List<EntityUid> _slipped = new();
private readonly HashSet<EntityUid> _colliding = new();
/// <summary>
/// The list of entities that have been slipped by this component, which shouldn't be slipped again.
/// </summary>
private readonly HashSet<EntityUid> _slipped = new();
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
[ViewVariables]
[DataField("slipSound")]
public string SlipSound
{
get => _slipSound;
set
{
if (value == _slipSound)
return;
_slipSound = value;
Dirty();
}
}
/// <summary>
/// How many seconds the mob will be paralyzed for.
@@ -148,17 +180,19 @@ namespace Content.Shared.GameObjects.Components.Movement
stun.Paralyze(5);
_slipped.Add(otherBody.Entity.Uid);
Dirty();
OnSlip();
if (!string.IsNullOrEmpty(SlipSound) && _moduleManager.IsServerModule)
{
SoundSystem.Play(Filter.Broadcast(), SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
}
return true;
}
protected virtual void OnSlip() { }
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
TrySlip(ourBody, otherBody);
_colliding.Add(otherBody.Owner.Uid);
}
public void Update()
@@ -166,11 +200,13 @@ namespace Content.Shared.GameObjects.Components.Movement
if (!Slippery)
return;
foreach (var uid in _slipped.ToArray())
foreach (var uid in _colliding.ToArray())
{
if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
{
_colliding.Remove(uid);
_slipped.Remove(uid);
Dirty();
continue;
}
@@ -180,8 +216,37 @@ namespace Content.Shared.GameObjects.Components.Movement
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_colliding.Remove(uid);
_slipped.Remove(uid);
Dirty();
continue;
}
if (!_slipped.Contains(uid))
TrySlip(physics, otherPhysics);
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound, _slipped.ToArray());
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not SlipperyComponentState state) return;
_slippery = state.Slippery;
_intersectPercentage = state.IntersectPercentage;
_paralyzeTime = state.ParalyzeTime;
_requiredSlipSpeed = state.RequiredSlipSpeed;
_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
_slipSound = state.SlipSound;
_slipped.Clear();
foreach (var slipped in state.Slipped)
{
_slipped.Add(slipped);
}
}
}
@@ -194,14 +259,18 @@ namespace Content.Shared.GameObjects.Components.Movement
public float RequiredSlipSpeed { get; }
public float LaunchForwardsMultiplier { get; }
public bool Slippery { get; }
public string SlipSound { get; }
public readonly EntityUid[] Slipped;
public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : base(ContentNetIDs.SLIP)
public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery, string slipSound, EntityUid[] slipped) : base(ContentNetIDs.SLIP)
{
ParalyzeTime = paralyzeTime;
IntersectPercentage = intersectPercentage;
RequiredSlipSpeed = requiredSlipSpeed;
LaunchForwardsMultiplier = launchForwardsMultiplier;
Slippery = slippery;
SlipSound = slipSound;
Slipped = slipped;
}
}
}

View File

@@ -11,7 +11,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <inheritdoc />
public override void Update(float frameTime)
{
foreach (var slipperyComp in ComponentManager.EntityQuery<SharedSlipperyComponent>(true))
foreach (var slipperyComp in ComponentManager.EntityQuery<SlipperyComponent>(false))
{
slipperyComp.Update();
}