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- using System.Linq;
- using Content.Client.Projectiles;
- using Content.Shared._RMC14.Weapons.Ranged.Prediction;
- using Content.Shared.Projectiles;
- using Content.Shared.Weapons.Ranged.Events;
- using Content.Shared.Weapons.Ranged.Systems;
- using Robust.Client.GameObjects;
- using Robust.Client.Physics;
- using Robust.Client.Player;
- using Robust.Shared.Map;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Events;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Timing;
- namespace Content.Client._RMC14.Weapons.Ranged.Prediction;
- public sealed class GunPredictionSystem : SharedGunPredictionSystem
- {
- [Dependency] private readonly SharedGunSystem _gun = default!;
- [Dependency] private readonly PhysicsSystem _physics = default!;
- [Dependency] private readonly IPlayerManager _player = default!;
- [Dependency] private readonly ProjectileSystem _projectile = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- private EntityQuery<IgnorePredictionHideComponent> _ignorePredictionHideQuery;
- private EntityQuery<SpriteComponent> _spriteQuery;
- public override void Initialize()
- {
- base.Initialize();
- _ignorePredictionHideQuery = GetEntityQuery<IgnorePredictionHideComponent>();
- _spriteQuery = GetEntityQuery<SpriteComponent>();
- SubscribeLocalEvent<PhysicsUpdateBeforeSolveEvent>(OnBeforeSolve);
- SubscribeLocalEvent<PhysicsUpdateAfterSolveEvent>(OnAfterSolve);
- SubscribeLocalEvent<RequestShootEvent>(OnShootRequest);
- SubscribeLocalEvent<PredictedProjectileClientComponent, UpdateIsPredictedEvent>(OnClientProjectileUpdateIsPredicted);
- SubscribeLocalEvent<PredictedProjectileClientComponent, StartCollideEvent>(OnClientProjectileStartCollide);
- SubscribeLocalEvent<PredictedProjectileServerComponent, ComponentStartup>(OnServerProjectileStartup);
- UpdatesBefore.Add(typeof(TransformSystem));
- }
- private void OnBeforeSolve(ref PhysicsUpdateBeforeSolveEvent ev)
- {
- var query = EntityQueryEnumerator<PredictedProjectileClientComponent>();
- while (query.MoveNext(out var uid, out var predicted))
- {
- predicted.Coordinates = Transform(uid).Coordinates;
- }
- }
- private void OnAfterSolve(ref PhysicsUpdateAfterSolveEvent ev)
- {
- var query = EntityQueryEnumerator<PredictedProjectileClientComponent>();
- while (query.MoveNext(out var uid, out var predicted))
- {
- if (_timing.IsFirstTimePredicted)
- continue;
- if (predicted.Coordinates is { } coordinates)
- _transform.SetCoordinates(uid, coordinates);
- predicted.Coordinates = null;
- }
- }
- private void OnShootRequest(RequestShootEvent ev, EntitySessionEventArgs args)
- {
- if (_timing.IsFirstTimePredicted)
- return;
- _gun.ShootRequested(ev.Gun, ev.Coordinates, ev.Target, null, args.SenderSession);
- }
- private void OnClientProjectileUpdateIsPredicted(Entity<PredictedProjectileClientComponent> ent, ref UpdateIsPredictedEvent args)
- {
- args.IsPredicted = true;
- }
- private void OnClientProjectileStartCollide(Entity<PredictedProjectileClientComponent> ent, ref StartCollideEvent args)
- {
- if (ent.Comp.Hit)
- return;
- if (!TryComp(ent, out ProjectileComponent? projectile) ||
- !TryComp(ent, out PhysicsComponent? physics))
- {
- return;
- }
- var netEnt = GetNetEntity(args.OtherEntity);
- var pos = _transform.GetMapCoordinates(args.OtherEntity);
- var hit = new HashSet<(NetEntity, MapCoordinates)> { (netEnt, pos) };
- var ev = new PredictedProjectileHitEvent(ent.Owner.Id, hit);
- RaiseNetworkEvent(ev);
- _projectile.ProjectileCollide((ent, projectile, physics), args.OtherEntity);
- }
- private void OnServerProjectileStartup(Entity<PredictedProjectileServerComponent> ent, ref ComponentStartup args)
- {
- if (!GunPrediction)
- return;
- if (ent.Comp.ClientEnt != _player.LocalEntity)
- return;
- if (_ignorePredictionHideQuery.HasComp(ent))
- return;
- if (_spriteQuery.TryComp(ent, out var sprite))
- sprite.Visible = false;
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- if (!_timing.IsFirstTimePredicted)
- return;
- // TODO gun prediction remove this once the client reliably detects collisions
- var projectiles = EntityQueryEnumerator<PredictedProjectileClientComponent, ProjectileComponent, PhysicsComponent>();
- while (projectiles.MoveNext(out var uid, out var predicted, out var projectile, out var physics))
- {
- if (predicted.Hit)
- continue;
- var contacts = _physics.GetContactingEntities(uid, physics, true);
- if (contacts.Count == 0)
- continue;
- var hit = new HashSet<(NetEntity, MapCoordinates)>();
- foreach (var contact in contacts)
- {
- var netEnt = GetNetEntity(contact);
- var pos = _transform.GetMapCoordinates(contact);
- hit.Add((netEnt, pos));
- }
- var ev = new PredictedProjectileHitEvent(uid.Id, hit);
- RaiseNetworkEvent(ev);
- _projectile.ProjectileCollide((uid, projectile, physics), contacts.First());
- }
- var predictedQuery = EntityQueryEnumerator<PredictedProjectileHitComponent, SpriteComponent, TransformComponent>();
- while (predictedQuery.MoveNext(out var hit, out var sprite, out var xform))
- {
- var origin = hit.Origin;
- var coordinates = xform.Coordinates;
- if (!origin.TryDistance(EntityManager, _transform, coordinates, out var distance) ||
- distance >= hit.Distance)
- {
- sprite.Visible = false;
- }
- }
- }
- public override void FrameUpdate(float frameTime)
- {
- base.FrameUpdate(frameTime);
- // TODO bullet prediction remove this when lerping doesnt make the client's entity slightly slower
- var projectiles = EntityQueryEnumerator<PredictedProjectileClientComponent, TransformComponent>();
- while (projectiles.MoveNext(out _, out var xform))
- {
- xform.ActivelyLerping = false;
- }
- }
- }
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