using Content.Shared.Movement.Components; using Content.Shared.Movement.Systems; using Content.Shared.Pulling.Components; using Robust.Client.Player; using Robust.Shared.Physics; using Robust.Shared.Timing; namespace Content.Client.Physics.Controllers { public sealed class MoverController : SharedMoverController { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player) return; if (TryComp(player, out var relayMover)) { if (relayMover.RelayEntity != null) { if (TryComp(player, out var mover) && TryComp(relayMover.RelayEntity, out var relayed)) { relayed.RelativeEntity = mover.RelativeEntity; relayed.RelativeRotation = mover.RelativeRotation; relayed.TargetRelativeRotation = mover.RelativeRotation; } HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime); } } HandleClientsideMovement(player, frameTime); } private void HandleClientsideMovement(EntityUid player, float frameTime) { var xformQuery = GetEntityQuery(); if (!TryComp(player, out InputMoverComponent? mover) || !xformQuery.TryGetComponent(player, out var xform)) { return; } PhysicsComponent? body = null; TransformComponent? xformMover = xform; if (mover.ToParent && HasComp(xform.ParentUid)) { if (!TryComp(xform.ParentUid, out body) || !TryComp(xform.ParentUid, out xformMover)) { return; } } else if (!TryComp(player, out 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?) if (TryComp(player, out JointComponent? jointComponent)) { foreach (var joint in jointComponent.GetJoints.Values) { if (TryComp(joint.BodyAUid, out PhysicsComponent? physics)) physics.Predict = true; if (TryComp(joint.BodyBUid, out physics)) physics.Predict = true; } } // If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother. if (TryComp(player, out SharedPullableComponent? pullableComp)) { if (pullableComp.Puller is {Valid: true} puller && TryComp(puller, out var pullerBody)) { pullerBody.Predict = false; body.Predict = false; if (TryComp(player, out var playerPuller) && playerPuller.Pulling != null && TryComp(playerPuller.Pulling, out var pulledBody)) { pulledBody.Predict = false; } } } // Server-side should just be handled on its own so we'll just do this shizznit HandleMobMovement(mover, body, xformMover, frameTime, xformQuery); } protected override bool CanSound() { return _timing.IsFirstTimePredicted && _timing.InSimulation; } } }