Try fix collision mispredicts (#16298)
This commit is contained in:
@@ -2,11 +2,10 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Physics.Controllers
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{
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@@ -22,16 +21,51 @@ namespace Content.Client.Physics.Controllers
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
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{
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if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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else if (component.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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@@ -53,12 +87,8 @@ namespace Content.Client.Physics.Controllers
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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return;
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if (TryComp<RelayInputMoverComponent>(player, out var relayMover)
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&& TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp))
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{
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DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
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}
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if (TryComp<RelayInputMoverComponent>(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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@@ -70,7 +100,6 @@ namespace Content.Client.Physics.Controllers
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var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
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var pullableQuery = GetEntityQuery<SharedPullableComponent>();
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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if (!moverQuery.TryGetComponent(player, out var mover) ||
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@@ -98,42 +127,6 @@ namespace Content.Client.Physics.Controllers
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return;
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}
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// Essentially we only want to set our mob to predicted so every other entity we just interpolate
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// (i.e. only see what the server has sent us).
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// The exception to this is joints.
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body.Predict = true;
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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if (TryComp(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints.Values)
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{
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if (physicsQuery.TryGetComponent(joint.BodyAUid, out var physics))
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physics.Predict = true;
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if (physicsQuery.TryGetComponent(joint.BodyBUid, out physics))
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physics.Predict = true;
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}
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (pullableQuery.TryGetComponent(player, out var pullableComp))
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{
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
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physicsQuery.TryGetComponent(playerPuller.Pulling, out var pulledBody))
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{
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pulledBody.Predict = false;
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}
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}
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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@@ -1,9 +1,9 @@
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using Content.Client.Clickable;
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using Content.Client.Gameplay;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Physics;
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using Robust.Client.State;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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@@ -18,6 +18,7 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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public bool Enabled { get; set; }
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@@ -34,6 +35,13 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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base.Initialize();
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SubscribeNetworkEvent<PredictTetherEvent>(OnPredictTether);
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SubscribeNetworkEvent<TetherGunToggleMessage>(OnTetherGun);
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SubscribeLocalEvent<UpdateIsPredictedEvent>(OnUpdatePrediction);
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}
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private void OnUpdatePrediction(ref UpdateIsPredictedEvent ev)
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{
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if (ev.Uid == _dragging || ev.Uid == _tether)
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ev.IsPredicted = true;
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}
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private void OnTetherGun(TetherGunToggleMessage ev)
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@@ -43,22 +51,13 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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private void OnPredictTether(PredictTetherEvent ev)
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{
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if (_dragging != ev.Entity) return;
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if (_dragging != ev.Entity || _tether == ev.Entity)
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return;
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var oldTether = _tether;
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_tether = ev.Entity;
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (!TryComp<PhysicsComponent>(_dragging, out var body)) return;
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body.Predict = true;
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if (TryComp<PhysicsComponent>(_tether, out var tetherBody))
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{
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tetherBody.Predict = true;
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}
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_physics.UpdateIsPredicted(oldTether);
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_physics.UpdateIsPredicted(_tether);
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}
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public override void Update(float frameTime)
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@@ -102,13 +101,6 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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return;
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}
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body.Predict = true;
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if (TryComp<PhysicsComponent>(_tether, out var tetherBody))
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{
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tetherBody.Predict = true;
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}
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if (_lastMousePosition.Value.Position.EqualsApprox(mousePos.Position)) return;
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_lastMousePosition = mousePos;
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@@ -123,10 +115,15 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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{
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if (_dragging == null) return;
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var oldDrag = _dragging;
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var oldTether = _tether;
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RaiseNetworkEvent(new StopTetherEvent());
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_dragging = null;
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_lastMousePosition = null;
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_tether = null;
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_physics.UpdateIsPredicted(oldDrag);
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_physics.UpdateIsPredicted(oldTether);
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}
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private void StartDragging(EntityUid uid, MapCoordinates coordinates)
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@@ -138,5 +135,8 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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Entity = _dragging!.Value,
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Coordinates = coordinates,
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});
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_physics.UpdateIsPredicted(uid);
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}
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}
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@@ -100,8 +100,7 @@ public sealed class CardboardBoxSystem : SharedCardboardBoxSystem
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RemComp<RelayInputMoverComponent>(component.Mover.Value);
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}
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var relay = EnsureComp<RelayInputMoverComponent>(args.Entity);
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_mover.SetRelay(args.Entity, uid, relay);
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_mover.SetRelay(args.Entity, uid);
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component.Mover = args.Entity;
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}
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@@ -169,12 +169,11 @@ public abstract class SharedMechSystem : EntitySystem
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return;
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var rider = EnsureComp<MechPilotComponent>(pilot);
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var relay = EnsureComp<RelayInputMoverComponent>(pilot);
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// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
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var irelay = EnsureComp<InteractionRelayComponent>(pilot);
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_mover.SetRelay(pilot, mech, relay);
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_mover.SetRelay(pilot, mech);
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_interaction.SetRelay(pilot, mech, irelay);
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rider.Mech = mech;
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Dirty(rider);
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@@ -1,17 +1,15 @@
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class MovementRelayTargetComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedMoverController))]
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public sealed partial class MovementRelayTargetComponent : Component
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{
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// This really shouldn't be a list at the moment. Its just not supported.
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// Neither movement updating, nor HandleDirChange() support more than one mover.
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// Its currently possible for the direction to be set by one mover and the relative rotation to be set by a separate unrelated mover.
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// AAAAA
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/// <summary>
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/// Entities that are relaying to us.
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/// The entity that is relaying to this entity.
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/// </summary>
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[ViewVariables] public readonly List<EntityUid> Entities = new();
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[ViewVariables, AutoNetworkedField]
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public EntityUid Source;
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}
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@@ -6,10 +6,10 @@ namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Raises the engine movement inputs for a particular entity onto the designated entity
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedMoverController))]
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public sealed class RelayInputMoverComponent : Component
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public sealed partial class RelayInputMoverComponent : Component
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{
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[ViewVariables]
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public EntityUid? RelayEntity;
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[ViewVariables, AutoNetworkedField]
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public EntityUid RelayEntity;
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}
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@@ -101,8 +101,7 @@ public abstract class SharedJetpackSystem : EntitySystem
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private void SetupUser(EntityUid uid, JetpackComponent component)
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{
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var user = EnsureComp<JetpackUserComponent>(uid);
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var relay = EnsureComp<RelayInputMoverComponent>(uid);
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_mover.SetRelay(uid, component.Owner, relay);
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_mover.SetRelay(uid, component.Owner);
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user.Jetpack = component.Owner;
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}
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@@ -274,11 +274,8 @@ namespace Content.Shared.Movement.Systems
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if (TryComp<InputMoverComponent>(entity, out var mover))
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SetMoveInput(mover, MoveButtons.None);
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DebugTools.Assert(TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp) && targetComp.Entities.Count == 1,
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"Multiple relayed movers are not supported at the moment");
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if (relayMover.RelayEntity != null && !_mobState.IsIncapacitated(entity))
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HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
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if (!_mobState.IsIncapacitated(entity))
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HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
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return;
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}
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@@ -328,9 +325,7 @@ namespace Content.Shared.Movement.Systems
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SetMoveInput(moverComp, MoveButtons.None);
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}
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if (relayMover.RelayEntity == null) return;
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HandleRunChange(relayMover.RelayEntity.Value, subTick, walking);
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HandleRunChange(relayMover.RelayEntity, subTick, walking);
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return;
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}
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@@ -1,7 +1,4 @@
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems;
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@@ -9,136 +6,85 @@ public abstract partial class SharedMoverController
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
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SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
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}
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private void OnAfterRelayTargetState(EntityUid uid, MovementRelayTargetComponent component, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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}
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private void OnAfterRelayState(EntityUid uid, RelayInputMoverComponent component, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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}
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/// <summary>
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/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
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/// forgotten to Dirty(), so fuck you, you have to use this method now.
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/// </summary>
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public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
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public void SetRelay(EntityUid uid, EntityUid relayEntity)
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{
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if (!Resolve(uid, ref component) || component.RelayEntity == relayEntity)
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return;
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if (uid == relayEntity)
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{
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Logger.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
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return;
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}
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if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
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{
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targetComp.Entities.Remove(uid);
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var component = EnsureComp<RelayInputMoverComponent>(uid);
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if (component.RelayEntity == relayEntity)
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return;
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if (targetComp.Entities.Count == 0)
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RemComp<MovementRelayTargetComponent>(relayEntity);
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
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{
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oldTarget.Source = EntityUid.Invalid;
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RemComp(component.RelayEntity, oldTarget);
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Physics.UpdateIsPredicted(component.RelayEntity);
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}
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var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
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{
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oldRelay.RelayEntity = EntityUid.Invalid;
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RemComp(targetComp.Source, oldRelay);
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Physics.UpdateIsPredicted(targetComp.Source);
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}
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(relayEntity);
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component.RelayEntity = relayEntity;
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targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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targetComp.Entities.Add(uid);
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DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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targetComp.Source = uid;
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Dirty(component);
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Dirty(targetComp);
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}
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private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
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{
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// If relay is removed then cancel all inputs.
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if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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if (Timing.ApplyingState)
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return;
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if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
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targetComp.LifeStage < ComponentLifeStage.Stopping)
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{
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targetComp.Entities.Remove(uid);
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if (targetComp.Entities.Count == 0)
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RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
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else
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Dirty(targetComp);
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}
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SetMoveInput(inputMover, MoveButtons.None);
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.RelayEntity, target);
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}
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|
||||
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not RelayInputMoverComponentState state) return;
|
||||
|
||||
DebugTools.Assert(state.Entity != uid);
|
||||
component.RelayEntity = state.Entity;
|
||||
}
|
||||
|
||||
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new RelayInputMoverComponentState()
|
||||
{
|
||||
Entity = component.RelayEntity,
|
||||
};
|
||||
}
|
||||
|
||||
#region Target Relay
|
||||
|
||||
private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (component.Entities.Count == 0)
|
||||
Physics.UpdateIsPredicted(uid);
|
||||
Physics.UpdateIsPredicted(component.Source);
|
||||
|
||||
if (Timing.ApplyingState)
|
||||
return;
|
||||
|
||||
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
|
||||
|
||||
foreach (var ent in component.Entities)
|
||||
{
|
||||
if (!relayQuery.TryGetComponent(ent, out var relay))
|
||||
continue;
|
||||
|
||||
DebugTools.Assert(relay.RelayEntity == uid);
|
||||
|
||||
if (relay.RelayEntity != uid)
|
||||
continue;
|
||||
|
||||
RemCompDeferred<RelayInputMoverComponent>(ent);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not MovementRelayTargetComponentState state)
|
||||
return;
|
||||
|
||||
component.Entities.Clear();
|
||||
component.Entities.AddRange(state.Entities);
|
||||
DebugTools.Assert(component.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
|
||||
}
|
||||
|
||||
private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new MovementRelayTargetComponentState(component.Entities);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class RelayInputMoverComponentState : ComponentState
|
||||
{
|
||||
public EntityUid? Entity;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class MovementRelayTargetComponentState : ComponentState
|
||||
{
|
||||
public List<EntityUid> Entities;
|
||||
|
||||
public MovementRelayTargetComponentState(List<EntityUid> entities)
|
||||
{
|
||||
Entities = entities;
|
||||
}
|
||||
if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
|
||||
RemComp(component.Source, relay);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Content.Shared.Movement.Systems
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _configManager = default!;
|
||||
[Dependency] protected readonly IGameTiming Timing = default!;
|
||||
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly InventorySystem _inventory = default!;
|
||||
@@ -108,25 +109,19 @@ namespace Content.Shared.Movement.Systems
|
||||
EntityQuery<MovementSpeedModifierComponent> modifierQuery)
|
||||
{
|
||||
var canMove = mover.CanMove;
|
||||
if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
|
||||
if (relayTargetQuery.TryGetComponent(uid, out var relayTarget))
|
||||
{
|
||||
DebugTools.Assert(relayTarget.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
|
||||
|
||||
var found = false;
|
||||
foreach (var ent in relayTarget.Entities)
|
||||
if (_mobState.IsIncapacitated(relayTarget.Source) ||
|
||||
!moverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
|
||||
{
|
||||
canMove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_mobState.IsIncapacitated(ent) || !moverQuery.TryGetComponent(ent, out var relayedMover))
|
||||
continue;
|
||||
|
||||
found = true;
|
||||
mover.RelativeEntity = relayedMover.RelativeEntity;
|
||||
mover.RelativeRotation = relayedMover.RelativeRotation;
|
||||
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
|
||||
break;
|
||||
}
|
||||
|
||||
// lets just hope that this is the same entity that set the movement keys/direction.
|
||||
canMove &= found;
|
||||
}
|
||||
|
||||
// Update relative movement
|
||||
@@ -267,10 +262,7 @@ namespace Content.Shared.Movement.Systems
|
||||
// If we're a relay target then predict the sound for all relays.
|
||||
if (relayTarget != null)
|
||||
{
|
||||
foreach (var ent in relayTarget.Entities)
|
||||
{
|
||||
_audio.PlayPredicted(sound, uid, ent, audioParams);
|
||||
}
|
||||
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -121,8 +121,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
|
||||
Dirty(component);
|
||||
Appearance.SetData(uid, VehicleVisuals.HideRider, true);
|
||||
|
||||
var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
|
||||
_mover.SetRelay(args.BuckledEntity, uid, relay);
|
||||
_mover.SetRelay(args.BuckledEntity, uid);
|
||||
rider.Vehicle = uid;
|
||||
|
||||
// Update appearance stuff, add actions
|
||||
|
||||
Reference in New Issue
Block a user