* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
139 lines
5.4 KiB
C#
139 lines
5.4 KiB
C#
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Pulling.Components;
|
|
using Robust.Client.Physics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Player;
|
|
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 Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
|
|
SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
|
|
SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
|
|
SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
|
|
|
|
SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
|
|
SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
|
|
SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
|
|
}
|
|
|
|
private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
|
|
{
|
|
// Enable prediction if an entity is controlled by the player
|
|
if (uid == _playerManager.LocalEntity)
|
|
args.IsPredicted = true;
|
|
}
|
|
|
|
private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
|
|
{
|
|
if (component.Source == _playerManager.LocalEntity)
|
|
args.IsPredicted = true;
|
|
}
|
|
|
|
private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, 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)
|
|
args.IsPredicted = true;
|
|
else if (component.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)
|
|
{
|
|
Physics.UpdateIsPredicted(uid);
|
|
Physics.UpdateIsPredicted(component.RelayEntity);
|
|
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
|
|
SetMoveInput(inputMover, MoveButtons.None);
|
|
}
|
|
|
|
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, LocalPlayerDetachedEvent args)
|
|
{
|
|
Physics.UpdateIsPredicted(uid);
|
|
Physics.UpdateIsPredicted(component.RelayEntity);
|
|
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
|
|
SetMoveInput(inputMover, MoveButtons.None);
|
|
}
|
|
|
|
private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, LocalPlayerAttachedEvent args)
|
|
{
|
|
SetMoveInput(component, MoveButtons.None);
|
|
}
|
|
|
|
private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, LocalPlayerDetachedEvent args)
|
|
{
|
|
SetMoveInput(component, MoveButtons.None);
|
|
}
|
|
|
|
public override void UpdateBeforeSolve(bool prediction, float frameTime)
|
|
{
|
|
base.UpdateBeforeSolve(prediction, frameTime);
|
|
|
|
if (_playerManager.LocalEntity is not {Valid: true} player)
|
|
return;
|
|
|
|
if (RelayQuery.TryGetComponent(player, out var relayMover))
|
|
HandleClientsideMovement(relayMover.RelayEntity, frameTime);
|
|
|
|
HandleClientsideMovement(player, frameTime);
|
|
}
|
|
|
|
private void HandleClientsideMovement(EntityUid player, float frameTime)
|
|
{
|
|
if (!MoverQuery.TryGetComponent(player, out var mover) ||
|
|
!XformQuery.TryGetComponent(player, out var xform))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var physicsUid = player;
|
|
PhysicsComponent? body;
|
|
var xformMover = xform;
|
|
|
|
if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
|
|
{
|
|
if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
|
|
!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
|
|
{
|
|
return;
|
|
}
|
|
|
|
physicsUid = xform.ParentUid;
|
|
}
|
|
else if (!PhysicsQuery.TryGetComponent(player, out body))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Server-side should just be handled on its own so we'll just do this shizznit
|
|
HandleMobMovement(
|
|
player,
|
|
mover,
|
|
physicsUid,
|
|
body,
|
|
xformMover,
|
|
frameTime);
|
|
}
|
|
|
|
protected override bool CanSound()
|
|
{
|
|
return _timing is { IsFirstTimePredicted: true, InSimulation: true };
|
|
}
|
|
}
|
|
}
|