92 lines
3.4 KiB
C#
92 lines
3.4 KiB
C#
using Content.Shared.MobState.Components;
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using Content.Shared.Movement;
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using Content.Shared.Movement.Components;
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using Content.Shared.Pulling.Components;
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using Robust.Client.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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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 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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!TryComp(player, out IMoverComponent? mover) ||
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!TryComp(player, out PhysicsComponent? body) ||
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!TryComp(player, out TransformComponent? xform))
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{
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return;
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}
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if (xform.GridID != GridId.Invalid)
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mover.LastGridAngle = GetParentGridAngle(xform, mover);
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// Essentially we only want to set our mob to predicted so every other entity we just interpolate
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// (i.e. only see what the server has sent us).
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// The exception to this is joints.
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body.Predict = true;
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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if (TryComp(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints)
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{
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joint.BodyA.Predict = true;
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joint.BodyB.Predict = true;
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}
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (TryComp(player, out SharedPullableComponent? pullableComp))
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{
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent?>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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}
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}
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// If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up.
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if (TryComp(player, out SharedPullerComponent? pullerComp))
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{
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if (pullerComp.Pulling is {Valid: true} pulling &&
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HasComp<MobStateComponent>(pulling) &&
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TryComp(pulling, out PhysicsComponent? pullingBody))
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{
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pullingBody.Predict = false;
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}
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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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if (TryComp(player, out IMobMoverComponent? mobMover))
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{
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HandleMobMovement(mover, body, mobMover, xform);
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return;
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}
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HandleKinematicMovement(mover, body);
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}
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protected override Filter GetSoundPlayers(EntityUid mover)
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{
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return Filter.Local();
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}
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protected override bool CanSound()
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{
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return _timing.IsFirstTimePredicted && _timing.InSimulation;
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}
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}
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}
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