* 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 * Mob collisions * impulses * Collision smoothing * Locked in * 30tps working * r * fixes * Best * Fixes + CVars * CVars in place * Pushies * Opt attempt 1 * Revert "Opt attempt 1" This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676. * Fix mispredicts * Ready-ish * better * Cleanup * Fix conveyor power mispredict * Forgetting to actually do deltas * Fix buckle pushes * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Revert bagel * Revert this * Bad parity * Working * Fixes * Woops * Doc comments * Pen cap cvar * StandingState cleanup and sub * Fix downed mobs * fish * client * Disable pushing on tests * More variables * Movement mods * Mass diff * 1 more tweak * Cvar
155 lines
5.8 KiB
C#
155 lines
5.8 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.GameObjects;
|
|
using Robust.Client.Physics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Player;
|
|
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!;
|
|
[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) ||
|
|
!XformQuery.TryGetComponent(player, out var xform))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var physicsUid = player;
|
|
PhysicsComponent? body;
|
|
var xformMover = xform;
|
|
|
|
if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
|
|
{
|
|
if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
|
|
!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
|
|
{
|
|
return;
|
|
}
|
|
|
|
physicsUid = xform.ParentUid;
|
|
}
|
|
else if (!PhysicsQuery.TryGetComponent(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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|