Fix hugging mispredict (#28432)

* git mv

* Move namespaces

* Fix hugging mispredict

(cherry picked from commit 7b25f841194cd426dc1b906fc93446f928545c23)
(cherry picked from commit ae207b704405031c0544292da9ad33274378946f)
This commit is contained in:
Leon Friedrich
2024-05-31 10:25:03 -07:00
committed by Spatison
parent e1e9a79b82
commit 6310f48932
2 changed files with 50 additions and 41 deletions

View File

@@ -1,7 +1,7 @@
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Interaction.Components;
namespace Content.Shared.Interaction.Components;
[RegisterComponent, Access(typeof(InteractionPopupSystem))]
public sealed partial class InteractionPopupComponent : Component

View File

@@ -1,27 +1,28 @@
using Content.Server.Interaction.Components;
using Content.Server.Popups;
using Content.Shared.Bed.Sleep;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Mood;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Interaction;
namespace Content.Shared.Interaction;
public sealed class InteractionPopupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly INetManager _netMan = default!;
public override void Initialize()
{
@@ -57,28 +58,39 @@ public sealed class InteractionPopupSystem : EntitySystem
return;
//Handling does nothing and this thing annoyingly plays way too often.
// HUH? What does this comment even mean?
if (HasComp<SleepingComponent>(uid))
return;
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
if (TryComp<MobStateComponent>(uid, out var state)
&& !_mobStateSystem.IsAlive(uid, state))
{
return;
}
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
component.LastInteractTime = curTime;
// TODO: Should be an attempt event
// TODO: Need to handle pausing with an accumulator.
string msg = ""; // Stores the text to be shown in the popup message
var msg = ""; // Stores the text to be shown in the popup message
SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
var predict = component.SuccessChance is 0 or 1
&& component.InteractSuccessSpawn == null
&& component.InteractFailureSpawn == null;
if (_netMan.IsClient && !predict)
return;
if (_random.Prob(component.SuccessChance))
{
if (component.InteractSuccessString != null)
@@ -118,42 +130,39 @@ public sealed class InteractionPopupSystem : EntitySystem
{
var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
_popupSystem.PopupEntity(msg, uid, user);
_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true);
}
else
_popupSystem.PopupEntity(msg, uid, user); //play only for the initiating entity.
if (sfx is not null) //not all cases will have sound.
if (!predict)
{
_popupSystem.PopupEntity(msg, uid, user);
if (component.SoundPerceivedByOthers)
_audio.PlayPvs(sfx, target); //play for everyone in range
_audio.PlayPvs(sfx, target);
else
_audio.PlayEntity(sfx, Filter.Entities(user, target), target, true); //play only for the initiating entity and its target.
_audio.PlayEntity(sfx, Filter.Entities(user, target), target, false);
return;
}
component.LastInteractTime = curTime;
}
_popupSystem.PopupPredicted(msg, uid, user);
/// <summary>
/// Sets <see cref="InteractionPopupComponent.InteractSuccessString"/>.
/// </summary>
/// <para>
/// This field is not networked automatically, so this method must be called on both sides of the network.
/// </para>
public void SetInteractSuccessString(Entity<InteractionPopupComponent> ent, string str)
{
ent.Comp.InteractSuccessString = str;
}
if (sfx == null)
return;
/// <summary>
/// Sets <see cref="InteractionPopupComponent.InteractFailureString"/>.
/// </summary>
/// <para>
/// This field is not networked automatically, so this method must be called on both sides of the network.
/// </para>
public void SetInteractFailureString(Entity<InteractionPopupComponent> ent, string str)
{
ent.Comp.InteractFailureString = str;
if (component.SoundPerceivedByOthers)
{
_audio.PlayPredicted(sfx, target, user);
return;
}
if (_netMan.IsClient)
{
if (_gameTiming.IsFirstTimePredicted)
_audio.PlayEntity(sfx, Filter.Local(), target, true);
}
else
{
_audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false);
}
}
}