using Content.Shared.Body.Components; using Content.Shared.MobState; using Content.Shared.Movement; using Content.Shared.Movement.Components; using Content.Shared.Pulling.Components; using Robust.Client.Player; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Client.Physics.Controllers { public sealed class MoverController : SharedMoverController { [Dependency] private readonly IPlayerManager _playerManager = default!; public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); var player = _playerManager.LocalPlayer?.ControlledEntity; if (player == null || !player.TryGetComponent(out IMoverComponent? mover) || !player.TryGetComponent(out PhysicsComponent? body)) return; // Essentially we only want to set our mob to predicted so every other entity we just interpolate // (i.e. only see what the server has sent us). // The exception to this is joints. body.Predict = true; // We set joints to predicted given these can affect how our mob moves. // I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?) foreach (var joint in body.Joints) { joint.BodyA.Predict = true; joint.BodyB.Predict = true; } // If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother. if (player.TryGetComponent(out SharedPullableComponent? pullableComp)) { var puller = pullableComp.Puller; if (puller != null && puller.TryGetComponent(out var pullerBody)) { pullerBody.Predict = false; body.Predict = false; } } // If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up. if (player.TryGetComponent(out SharedPullerComponent? pullerComp)) { var pulling = pullerComp.Pulling; if (pulling != null && pulling.HasComponent() && pulling.TryGetComponent(out PhysicsComponent? pullingBody)) { pullingBody.Predict = false; } } // Server-side should just be handled on its own so we'll just do this shizznit if (player.TryGetComponent(out IMobMoverComponent? mobMover)) { HandleMobMovement(mover, body, mobMover); return; } HandleKinematicMovement(mover, body); } } }