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126 lines
5 KiB
C#
126 lines
5 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Client.PhysicsSystem.Controllers;
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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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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (entity.Owner == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
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{
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if (entity.Comp.Source == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (entity.Comp.Puller == _playerManager.LocalEntity)
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args.IsPredicted = true;
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else if (entity.Comp.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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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.LocalEntity is not {Valid: true} player)
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return;
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if (RelayQuery.TryGetComponent(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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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 (!MoverQuery.TryGetComponent(player, out var mover))
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{
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return;
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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((player, mover), frameTime);
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}
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protected override bool CanSound()
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{
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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}
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public override void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
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base.SetSprinting(entity, subTick, walking);
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if (walking && _cfg.GetCVar(CCVars.ToggleWalk))
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_alerts.ShowAlert(entity, WalkingAlert, showCooldown: false, autoRemove: false);
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else
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_alerts.ClearAlert(entity, WalkingAlert);
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}
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}
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