Update MoverController.cs to not use Component.Owner (#29965)

* Update MoverController.cs

* Update a bunch of movement code to use Entity<T>

* Last errors

* wow, there were more errors

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-08-01 18:32:32 -07:00
committed by GitHub
parent dceb562be7
commit e6b67540e4
8 changed files with 119 additions and 121 deletions

View File

@@ -28,57 +28,57 @@ namespace Content.Client.Physics.Controllers
SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
}
private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is controlled by the player
if (uid == _playerManager.LocalEntity)
if (entity.Owner == _playerManager.LocalEntity)
args.IsPredicted = true;
}
private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
{
if (component.Source == _playerManager.LocalEntity)
if (entity.Comp.Source == _playerManager.LocalEntity)
args.IsPredicted = true;
}
private void OnUpdatePullablePredicted(EntityUid uid, PullableComponent component, ref UpdateIsPredictedEvent args)
private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is being pulled by the player.
// Disable prediction if an entity is being pulled by some non-player entity.
if (component.Puller == _playerManager.LocalEntity)
if (entity.Comp.Puller == _playerManager.LocalEntity)
args.IsPredicted = true;
else if (component.Puller != null)
else if (entity.Comp.Puller != null)
args.BlockPrediction = true;
// TODO recursive pulling checks?
// What if the entity is being pulled by a vehicle controlled by the player?
}
private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, LocalPlayerAttachedEvent args)
private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.RelayEntity);
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, LocalPlayerDetachedEvent args)
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.RelayEntity);
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
}
private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, LocalPlayerAttachedEvent args)
private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
SetMoveInput(entity, MoveButtons.None);
}
private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, LocalPlayerDetachedEvent args)
private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
SetMoveInput(entity, MoveButtons.None);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)