Files
tbd-station-14/Content.Client/Physics/Controllers/MoverController.cs
2023-05-13 00:02:50 +10:00

152 lines
6.1 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Robust.Client.GameObjects;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
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);
SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
}
private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is controlled by the player
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
args.IsPredicted = true;
}
private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
{
if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
args.IsPredicted = true;
}
private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, 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 (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
args.IsPredicted = true;
else if (component.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(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.RelayEntity);
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.RelayEntity);
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))
HandleClientsideMovement(relayMover.RelayEntity, frameTime);
HandleClientsideMovement(player, frameTime);
}
private void HandleClientsideMovement(EntityUid player, float frameTime)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var moverQuery = GetEntityQuery<InputMoverComponent>();
var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
var pullableQuery = GetEntityQuery<SharedPullableComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
if (!moverQuery.TryGetComponent(player, out var mover) ||
!xformQuery.TryGetComponent(player, out var xform))
{
return;
}
var physicsUid = player;
PhysicsComponent? body;
var xformMover = xform;
if (mover.ToParent && HasComp<RelayInputMoverComponent>(xform.ParentUid))
{
if (!TryComp(xform.ParentUid, out body) ||
!TryComp(xform.ParentUid, out xformMover))
{
return;
}
physicsUid = xform.ParentUid;
}
else if (!TryComp(player, out body))
{
return;
}
// Server-side should just be handled on its own so we'll just do this shizznit
HandleMobMovement(
player,
mover,
physicsUid,
body,
xformMover,
frameTime,
xformQuery,
moverQuery,
mobMoverQuery,
relayTargetQuery,
pullableQuery,
modifierQuery);
}
protected override bool CanSound()
{
return _timing is { IsFirstTimePredicted: true, InSimulation: true };
}
}
}