Files
tbd-station-14/Content.Client/Physics/Controllers/MoverController.cs
metalgearsloth ea7350f3f1 Content changes required for physicsmap purge (#37878)
* PhysMap changes

* Fix call

* Avoid tilefriction resolve

yummy

* a
2025-05-28 19:38:47 +10:00

128 lines
5.1 KiB
C#

using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.PhysicsSystem.Controllers;
public sealed class MoverController : SharedMoverController
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly IConfigurationManager _cfg = 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<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
}
private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is controlled by the player
if (entity.Owner == _playerManager.LocalEntity)
args.IsPredicted = true;
}
private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
{
if (entity.Comp.Source == _playerManager.LocalEntity)
args.IsPredicted = true;
}
private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, 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 (entity.Comp.Puller == _playerManager.LocalEntity)
args.IsPredicted = true;
else if (entity.Comp.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(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
{
SetMoveInput(entity, MoveButtons.None);
}
private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
SetMoveInput(entity, 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))
{
return;
}
// Server-side should just be handled on its own so we'll just do this shizznit
HandleMobMovement((player, mover), frameTime);
}
protected override bool CanSound()
{
return _timing is { IsFirstTimePredicted: true, InSimulation: true };
}
public override void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
base.SetSprinting(entity, subTick, walking);
if (walking && _cfg.GetCVar(CCVars.ToggleWalk))
_alerts.ShowAlert(entity, WalkingAlert, showCooldown: false, autoRemove: false);
else
_alerts.ClearAlert(entity, WalkingAlert);
}
}