Files
wwdpublic/Content.Client/Physics/Controllers/MoverController.cs
Spatison 462ecb429e [Tweak] Hud UI (#834)
* combat mode ui

* movement ui

* some fix

* fix

* more fix

* fix
2025-09-13 17:38:24 +03:00

184 lines
6.7 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
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 IConfigurationManager _config = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
// WD EDIT START
public event Action<bool>? LocalPlayerInputMoverUpdated;
public event Action<InputMoverComponent>? LocalPlayerInputMoverAdded;
public event Action? LocalPlayerInputMoverRemoved;
// WD EDIT END
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
// WD EDIT START
SubscribeLocalEvent<InputMoverComponent, ComponentShutdown>(OnShutdown);
// WD EDIT END
SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
Subs.CVar(_config, CCVars.DefaultWalk, _ => RaiseNetworkEvent(new UpdateInputCVarsMessage()));
}
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)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.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)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.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);
LocalPlayerInputMoverAdded?.Invoke(entity.Comp); // WD EDIT
}
private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
SetMoveInput(entity, MoveButtons.None);
LocalPlayerInputMoverRemoved?.Invoke(); // WD EDIT
}
// WD EDIT START
protected override void OnStartup(Entity<InputMoverComponent> entity, ref ComponentStartup args)
{
base.OnStartup(entity, ref args);
if (_playerManager.LocalEntity == entity)
LocalPlayerInputMoverAdded?.Invoke(entity.Comp);
}
private void OnShutdown(Entity<InputMoverComponent> entity, ref ComponentShutdown args)
{
if (_playerManager.LocalEntity == entity)
LocalPlayerInputMoverRemoved?.Invoke();
}
// WD EDIT END
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 };
}
// WD EDIT START
protected override void SprintingMovementUpdate(Entity<InputMoverComponent> entity)
{
if (!Timing.IsFirstTimePredicted)
return;
base.SprintingMovementUpdate(entity);
if (_playerManager.LocalEntity == entity)
LocalPlayerInputMoverUpdated?.Invoke(entity.Comp.Sprinting);
}
// WD EDIT END
}