Files
tbd-station-14/Content.Client/Physics/Controllers/MoverController.cs
2023-01-16 01:20:22 -07:00

140 lines
5.7 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
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, PlayerAttachedEvent>(OnRelayPlayerAttached);
SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
}
private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
{
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
{
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, PlayerAttachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
}
private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, PlayerDetachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
return;
if (TryComp<RelayInputMoverComponent>(player, out var relayMover)
&& TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp))
{
DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
}
HandleClientsideMovement(player, frameTime);
}
private void HandleClientsideMovement(EntityUid player, float frameTime)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var moverQuery = GetEntityQuery<InputMoverComponent>();
var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
if (!TryComp(player, out InputMoverComponent? mover) ||
!xformQuery.TryGetComponent(player, out var xform))
{
return;
}
PhysicsComponent? body;
TransformComponent? xformMover = xform;
if (mover.ToParent && HasComp<RelayInputMoverComponent>(xform.ParentUid))
{
if (!TryComp(xform.ParentUid, out body) ||
!TryComp(xform.ParentUid, out xformMover))
{
return;
}
}
else if (!TryComp(player, out 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 (TryComp(player, out JointComponent? jointComponent))
{
foreach (var joint in jointComponent.GetJoints.Values)
{
if (TryComp(joint.BodyAUid, out PhysicsComponent? physics))
physics.Predict = true;
if (TryComp(joint.BodyBUid, out physics))
physics.Predict = true;
}
}
// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
if (TryComp(player, out SharedPullableComponent? pullableComp))
{
if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent?>(puller, out var pullerBody))
{
pullerBody.Predict = false;
body.Predict = false;
if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
TryComp<PhysicsComponent>(playerPuller.Pulling, out var pulledBody))
{
pulledBody.Predict = false;
}
}
}
// Server-side should just be handled on its own so we'll just do this shizznit
HandleMobMovement(player, mover, body, xformMover, frameTime, xformQuery, moverQuery, relayTargetQuery);
}
protected override bool CanSound()
{
return _timing is { IsFirstTimePredicted: true, InSimulation: true };
}
}
}