* Fix a bunch of mover bugs Just regressions from random things * Fix vehicle movement I guess
112 lines
4.0 KiB
C#
112 lines
4.0 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.Player;
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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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return;
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if (TryComp<RelayInputMoverComponent>(player, out var relayMover))
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{
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if (relayMover.RelayEntity != null)
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HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
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}
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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 (!TryComp(player, out InputMoverComponent? mover) ||
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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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PhysicsComponent? body = null;
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TransformComponent? xformMover = xform;
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if (mover.ToParent && HasComp<RelayInputMoverComponent>(xform.ParentUid))
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{
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if (!TryComp(xform.ParentUid, out body) ||
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!TryComp(xform.ParentUid, out xformMover))
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{
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return;
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}
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if (TryComp<InputMoverComponent>(xform.ParentUid, out var parentMover))
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{
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mover.LastGridAngle = parentMover.LastGridAngle;
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}
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}
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else if (!TryComp(player, out body))
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{
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return;
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}
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if (xform.GridUid != null)
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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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if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
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TryComp<PhysicsComponent>(playerPuller.Pulling, out var pulledBody))
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{
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pulledBody.Predict = false;
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}
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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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HandleMobMovement(mover, body, xformMover, frameTime);
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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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