Lag compensation for wide attacks (#15877)
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Client.Gameplay;
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using Content.Shared.CombatMode;
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using Content.Shared.Hands.Components;
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@@ -142,7 +143,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, _transform, EntityManager);
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}
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EntityManager.RaisePredictiveEvent(new HeavyAttackEvent(weaponUid, coordinates));
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ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
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}
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return;
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@@ -244,6 +245,31 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return true;
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}
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/// <summary>
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/// Raises a heavy attack event with the relevant attacked entities.
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/// This is to avoid lag effecting the client's perspective too much.
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/// </summary>
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private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
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{
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// Only run on first prediction to avoid the potential raycast entities changing.
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if (!TryComp<TransformComponent>(user, out var userXform) || !Timing.IsFirstTimePredicted)
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return;
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var targetMap = coordinates.ToMap(EntityManager, _transform);
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if (targetMap.MapId != userXform.MapID)
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return;
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var userPos = _transform.GetWorldPosition(userXform);
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length);
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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// Server will validate it with InRangeUnobstructed.
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var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
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RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.ToList(), coordinates));
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user)
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{
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if (!Timing.IsFirstTimePredicted || uid == null)
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@@ -1,6 +1,7 @@
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using Content.Server.Movement.Components;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.Movement.Systems;
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@@ -64,13 +65,13 @@ public sealed class LagCompensationSystem : EntitySystem
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component.Positions.Enqueue((_timing.CurTime, args.NewPosition, args.NewRotation));
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}
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public (EntityCoordinates Coordinates, Angle Angle) GetCoordinatesAngle(EntityUid uid, IPlayerSession pSession,
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public (EntityCoordinates Coordinates, Angle Angle) GetCoordinatesAngle(EntityUid uid, ICommonSession? pSession,
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TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref xform))
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return (EntityCoordinates.Invalid, Angle.Zero);
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if (!TryComp<LagCompensationComponent>(uid, out var lag) || lag.Positions.Count == 0)
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if (pSession == null || !TryComp<LagCompensationComponent>(uid, out var lag) || lag.Positions.Count == 0)
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return (xform.Coordinates, xform.LocalRotation);
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var angle = Angle.Zero;
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@@ -102,15 +103,15 @@ public sealed class LagCompensationSystem : EntitySystem
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return (coordinates, angle);
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}
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public Angle GetAngle(EntityUid uid, IPlayerSession pSession, TransformComponent? xform = null)
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public Angle GetAngle(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
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{
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var (_, angle) = GetCoordinatesAngle(uid, pSession, xform);
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var (_, angle) = GetCoordinatesAngle(uid, session, xform);
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return angle;
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}
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public EntityCoordinates GetCoordinates(EntityUid uid, IPlayerSession pSession, TransformComponent? xform = null)
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public EntityCoordinates GetCoordinates(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
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{
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var (coordinates, _) = GetCoordinatesAngle(uid, pSession, xform);
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var (coordinates, _) = GetCoordinatesAngle(uid, session, xform);
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return coordinates;
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}
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}
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@@ -25,6 +25,7 @@ using Content.Shared.Weapons.Melee.Events;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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@@ -85,6 +86,29 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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args.Verbs.Add(verb);
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}
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protected override bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId,
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EntityUid ignore, ICommonSession? session)
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{
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// Originally the client didn't predict damage effects so you'd intuit some level of how far
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// in the future you'd need to predict, but then there was a lot of complaining like "why would you add artifical delay" as if ping is a choice.
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// Now damage effects are predicted but for wide attacks it differs significantly from client and server so your game could be lying to you on hits.
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// This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system.
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// Now the client tells us what they hit and we validate if it's plausible.
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// Even if the client is sending entities they shouldn't be able to hit:
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// A) Wide-damage is split anyway
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// B) We run the same validation we do for click attacks.
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// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
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// (This runs lagcomp internally and is what clickattacks use)
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f))
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return false;
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// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
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return true;
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}
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private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
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{
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return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
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@@ -11,8 +11,14 @@ public sealed class HeavyAttackEvent : AttackEvent
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{
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public readonly EntityUid Weapon;
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public HeavyAttackEvent(EntityUid weapon, EntityCoordinates coordinates) : base(coordinates)
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/// <summary>
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/// As what the client swung at will not match server we'll have them tell us what they hit so we can verify.
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/// </summary>
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public List<EntityUid> Entities;
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public HeavyAttackEvent(EntityUid weapon, List<EntityUid> entities, EntityCoordinates coordinates) : base(coordinates)
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{
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Weapon = weapon;
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Entities = entities;
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}
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}
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@@ -41,7 +41,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly SharedTransformSystem _transform = default!;
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[Dependency] protected readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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protected ISawmill Sawmill = default!;
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@@ -65,10 +65,10 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
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SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
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SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
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SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
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SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
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SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
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SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
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SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
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SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
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@@ -513,29 +513,23 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
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protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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{
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// TODO: This is copy-paste as fuck with DoPreciseAttack
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if (!TryComp<TransformComponent>(user, out var userXform))
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{
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return;
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}
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var targetMap = ev.Coordinates.ToMap(EntityManager, _transform);
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if (targetMap.MapId != userXform.MapID)
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{
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return;
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}
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var userPos = _transform.GetWorldPosition(userXform);
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length);
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var damage = component.Damage * GetModifier(component, false);
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
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var entities = ev.Entities;
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if (entities.Count == 0)
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{
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@@ -546,6 +540,19 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return;
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}
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// Validate client
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (ArcRaySuccessful(entities[i], userPos, direction.ToWorldAngle(), component.Angle, distance,
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userXform.MapID, user, session))
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{
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continue;
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}
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// Bad input
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entities.RemoveAt(i);
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}
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var targets = new List<EntityUid>();
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var damageQuery = GetEntityQuery<DamageableComponent>();
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@@ -633,7 +640,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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}
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}
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private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
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protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
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{
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// TODO: This is pretty sucky.
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var widthRad = arcWidth;
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@@ -659,6 +666,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return resSet;
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}
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protected virtual bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range,
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MapId mapId, EntityUid ignore, ICommonSession? session)
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{
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// Only matters for server.
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return true;
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}
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private void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
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{
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var playedSound = false;
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