Files
tbd-station-14/Content.Client/Physics/Controllers/MoverController.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

127 lines
5.0 KiB
C#

using Content.Shared.Alert;
using Content.Shared.CCVar;
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);
}
}