RaisePredictiveEvent works.

Needs sequence numbers fixed.
This commit is contained in:
Pieter-Jan Briers
2020-03-25 17:53:50 +01:00
parent 705aeceba6
commit f790eeb34d
5 changed files with 57 additions and 31 deletions

View File

@@ -0,0 +1,40 @@
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystemMessages;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
using Logger = Robust.Shared.Log.Logger;
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class SharedCombatModeSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
SubscribeLocalEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
}
private void CombatModeActiveHandler(CombatModeSystemMessages.SetCombatModeActiveMessage ev, EntitySessionEventArgs eventArgs)
{
var entity = eventArgs.SenderSession.AttachedEntity;
if (!entity.TryGetComponent(out SharedCombatModeComponent combatModeComponent))
{
return;
}
if (IoCManager.Resolve<IModuleManager>().IsServerModule && IoCManager.Resolve<IRobustRandom>().Prob(0.5f))
{
Logger.Info("Mispredict!");
return;
}
combatModeComponent.IsInCombatMode = ev.Active;
}
}
}