138 lines
5.5 KiB
C#
138 lines
5.5 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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namespace Content.Client.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
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{
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if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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else if (component.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, LocalPlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, LocalPlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, LocalPlayerAttachedEvent args)
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{
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SetMoveInput(component, MoveButtons.None);
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}
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private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, LocalPlayerDetachedEvent args)
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{
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SetMoveInput(component, MoveButtons.None);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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return;
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if (RelayQuery.TryGetComponent(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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private void HandleClientsideMovement(EntityUid player, float frameTime)
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{
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if (!MoverQuery.TryGetComponent(player, out var mover) ||
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!XformQuery.TryGetComponent(player, out var xform))
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{
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return;
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}
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var physicsUid = player;
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PhysicsComponent? body;
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var xformMover = xform;
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if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
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{
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if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
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!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
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{
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return;
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}
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physicsUid = xform.ParentUid;
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}
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else if (!PhysicsQuery.TryGetComponent(player, out body))
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{
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return;
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime);
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}
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protected override bool CanSound()
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{
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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}
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}
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}
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