Move "players don't collide with mobs" to shared to fix mispredicts on it.

This commit is contained in:
Pieter-Jan Briers
2020-06-24 11:58:13 +02:00
parent 8ccf98333e
commit 5a5a3b8548
5 changed files with 23 additions and 20 deletions

View File

@@ -119,7 +119,6 @@ namespace Content.Client
"Airlock",
"MedicalScanner",
"WirePlacer",
"Species",
"Drink",
"Food",
"FoodContainer",

View File

@@ -0,0 +1,12 @@
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedSpeciesComponent))]
public class SpeciesComponent : SharedSpeciesComponent
{
}
}

View File

@@ -10,16 +10,15 @@ using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(SharedSpeciesComponent))]
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct, IRelayMoveInput
{
/// <summary>

View File

@@ -14,25 +14,10 @@ namespace Content.Server.GameObjects.Components.Movement
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent, ICollideSpecial
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
{
public override GridCoordinates LastPosition { get; set; }
public override float StepSoundDistance { get; set; }
/// <summary>
/// Special collision override, can be used to give custom behaviors deciding when to collide
/// </summary>
/// <param name="collidedwith"></param>
/// <returns></returns>
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
// Don't collide with other mobs
if (collidedwith.Owner.TryGetComponent<SpeciesComponent>(out var collidedSpeciesComponent))
{
return true;
}
return false;
}
}
}

View File

@@ -1,5 +1,7 @@
using System;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
@@ -15,7 +17,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent
public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
@@ -261,6 +263,12 @@ namespace Content.Shared.GameObjects.Components.Movement
return vec;
}
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
return collidedWith.Owner.HasComponent<SharedSpeciesComponent>();
}
[Serializable, NetSerializable]
private sealed class MoverComponentState : ComponentState
{