Add client pulling prediction (#2041)

* WIP changes

* Merge conflict fixes

* Bring pull controlelr to current year

* Sync and predict PullController on the client

* Clean imports

* Slow down pullers and make pulling tighter

* Stop pulls on pullable or puller component removals

* Make pulling not occur when moving towards the pulled entity
This commit is contained in:
DrSmugleaf
2020-10-16 20:35:09 +02:00
committed by GitHub
parent 0345fbbd22
commit b1fe4bad01
24 changed files with 734 additions and 341 deletions

View File

@@ -1,6 +1,8 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Pulling;
using Content.Shared.Physics.Pull;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
@@ -13,42 +15,6 @@ namespace Content.Shared.GameObjects.Components.Items
{
public sealed override string Name => "Hands";
public sealed override uint? NetID => ContentNetIDs.HANDS;
[ViewVariables]
public IPhysicsComponent? PulledObject { get; protected set; }
[ViewVariables]
protected bool IsPulling => PulledObject != null;
public virtual void StopPull()
{
if (PulledObject != null &&
PulledObject.TryGetController(out PullController controller))
{
controller.StopPull();
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
if (!(message is PullMessage pullMessage) ||
pullMessage.Puller.Owner != Owner)
{
return;
}
switch (message)
{
case PullStartedMessage msg:
PulledObject = msg.Pulled;
break;
case PullStoppedMessage _:
PulledObject = null;
break;
}
}
}
[Serializable, NetSerializable]