Files
tbd-station-14/Content.Client/Physics/Controllers/MoverController.cs
2021-12-03 14:17:01 +01:00

77 lines
3.3 KiB
C#

using Content.Shared.MobState.Components;
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;
using Robust.Shared.Physics;
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 ||
!IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out IMoverComponent? mover) ||
!IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, 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?)
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out JointComponent? jointComponent))
{
foreach (var joint in jointComponent.GetJoints)
{
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 (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out SharedPullableComponent? pullableComp))
{
var puller = pullableComp.Puller;
if (puller != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(puller.Uid, 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 (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out SharedPullerComponent? pullerComp))
{
var pulling = pullerComp.Pulling;
if (pulling != null &&
IoCManager.Resolve<IEntityManager>().HasComponent<MobStateComponent>(pulling.Uid) &&
IoCManager.Resolve<IEntityManager>().TryGetComponent(pulling.Uid, out PhysicsComponent? pullingBody))
{
pullingBody.Predict = false;
}
}
// Server-side should just be handled on its own so we'll just do this shizznit
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out IMobMoverComponent? mobMover))
{
HandleMobMovement(mover, body, mobMover);
return;
}
HandleKinematicMovement(mover, body);
}
}
}