Try fix collision mispredicts (#16298)
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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)
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{
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if (args.Current is not RelayInputMoverComponentState state) return;
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DebugTools.Assert(state.Entity != uid);
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component.RelayEntity = state.Entity;
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}
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private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
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{
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args.State = new RelayInputMoverComponentState()
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{
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Entity = component.RelayEntity,
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};
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}
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#region Target Relay
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private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
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{
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if (component.Entities.Count == 0)
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.Source);
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if (Timing.ApplyingState)
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return;
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var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
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foreach (var ent in component.Entities)
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{
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if (!relayQuery.TryGetComponent(ent, out var relay))
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continue;
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DebugTools.Assert(relay.RelayEntity == uid);
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if (relay.RelayEntity != uid)
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continue;
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RemCompDeferred<RelayInputMoverComponent>(ent);
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}
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}
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private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MovementRelayTargetComponentState state)
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return;
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component.Entities.Clear();
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component.Entities.AddRange(state.Entities);
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DebugTools.Assert(component.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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}
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private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
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{
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args.State = new MovementRelayTargetComponentState(component.Entities);
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}
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#endregion
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[Serializable, NetSerializable]
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private sealed class RelayInputMoverComponentState : ComponentState
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{
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public EntityUid? Entity;
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}
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[Serializable, NetSerializable]
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private sealed class MovementRelayTargetComponentState : ComponentState
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{
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public List<EntityUid> Entities;
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public MovementRelayTargetComponentState(List<EntityUid> entities)
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{
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Entities = entities;
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}
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if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.Source, relay);
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}
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}
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@@ -30,6 +30,7 @@ namespace Content.Shared.Movement.Systems
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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@@ -108,25 +109,19 @@ namespace Content.Shared.Movement.Systems
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EntityQuery<MovementSpeedModifierComponent> modifierQuery)
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{
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var canMove = mover.CanMove;
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if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
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if (relayTargetQuery.TryGetComponent(uid, out var relayTarget))
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{
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DebugTools.Assert(relayTarget.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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var found = false;
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foreach (var ent in relayTarget.Entities)
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if (_mobState.IsIncapacitated(relayTarget.Source) ||
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!moverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
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{
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canMove = false;
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}
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else
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{
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if (_mobState.IsIncapacitated(ent) || !moverQuery.TryGetComponent(ent, out var relayedMover))
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continue;
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found = true;
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mover.RelativeEntity = relayedMover.RelativeEntity;
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mover.RelativeRotation = relayedMover.RelativeRotation;
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mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
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break;
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}
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// lets just hope that this is the same entity that set the movement keys/direction.
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canMove &= found;
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}
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// Update relative movement
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@@ -267,10 +262,7 @@ namespace Content.Shared.Movement.Systems
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// If we're a relay target then predict the sound for all relays.
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if (relayTarget != null)
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{
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foreach (var ent in relayTarget.Entities)
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{
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_audio.PlayPredicted(sound, uid, ent, audioParams);
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}
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_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
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}
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else
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{
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