GunPredictionSystem.cs 6.4 KB

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  1. using System.Linq;
  2. using Content.Client.Projectiles;
  3. using Content.Shared._RMC14.Weapons.Ranged.Prediction;
  4. using Content.Shared.Projectiles;
  5. using Content.Shared.Weapons.Ranged.Events;
  6. using Content.Shared.Weapons.Ranged.Systems;
  7. using Robust.Client.GameObjects;
  8. using Robust.Client.Physics;
  9. using Robust.Client.Player;
  10. using Robust.Shared.Map;
  11. using Robust.Shared.Physics.Components;
  12. using Robust.Shared.Physics.Events;
  13. using Robust.Shared.Physics.Systems;
  14. using Robust.Shared.Timing;
  15. namespace Content.Client._RMC14.Weapons.Ranged.Prediction;
  16. public sealed class GunPredictionSystem : SharedGunPredictionSystem
  17. {
  18. [Dependency] private readonly SharedGunSystem _gun = default!;
  19. [Dependency] private readonly PhysicsSystem _physics = default!;
  20. [Dependency] private readonly IPlayerManager _player = default!;
  21. [Dependency] private readonly ProjectileSystem _projectile = default!;
  22. [Dependency] private readonly IGameTiming _timing = default!;
  23. [Dependency] private readonly SharedTransformSystem _transform = default!;
  24. private EntityQuery<IgnorePredictionHideComponent> _ignorePredictionHideQuery;
  25. private EntityQuery<SpriteComponent> _spriteQuery;
  26. public override void Initialize()
  27. {
  28. base.Initialize();
  29. _ignorePredictionHideQuery = GetEntityQuery<IgnorePredictionHideComponent>();
  30. _spriteQuery = GetEntityQuery<SpriteComponent>();
  31. SubscribeLocalEvent<PhysicsUpdateBeforeSolveEvent>(OnBeforeSolve);
  32. SubscribeLocalEvent<PhysicsUpdateAfterSolveEvent>(OnAfterSolve);
  33. SubscribeLocalEvent<RequestShootEvent>(OnShootRequest);
  34. SubscribeLocalEvent<PredictedProjectileClientComponent, UpdateIsPredictedEvent>(OnClientProjectileUpdateIsPredicted);
  35. SubscribeLocalEvent<PredictedProjectileClientComponent, StartCollideEvent>(OnClientProjectileStartCollide);
  36. SubscribeLocalEvent<PredictedProjectileServerComponent, ComponentStartup>(OnServerProjectileStartup);
  37. UpdatesBefore.Add(typeof(TransformSystem));
  38. }
  39. private void OnBeforeSolve(ref PhysicsUpdateBeforeSolveEvent ev)
  40. {
  41. var query = EntityQueryEnumerator<PredictedProjectileClientComponent>();
  42. while (query.MoveNext(out var uid, out var predicted))
  43. {
  44. predicted.Coordinates = Transform(uid).Coordinates;
  45. }
  46. }
  47. private void OnAfterSolve(ref PhysicsUpdateAfterSolveEvent ev)
  48. {
  49. var query = EntityQueryEnumerator<PredictedProjectileClientComponent>();
  50. while (query.MoveNext(out var uid, out var predicted))
  51. {
  52. if (_timing.IsFirstTimePredicted)
  53. continue;
  54. if (predicted.Coordinates is { } coordinates)
  55. _transform.SetCoordinates(uid, coordinates);
  56. predicted.Coordinates = null;
  57. }
  58. }
  59. private void OnShootRequest(RequestShootEvent ev, EntitySessionEventArgs args)
  60. {
  61. if (_timing.IsFirstTimePredicted)
  62. return;
  63. _gun.ShootRequested(ev.Gun, ev.Coordinates, ev.Target, null, args.SenderSession);
  64. }
  65. private void OnClientProjectileUpdateIsPredicted(Entity<PredictedProjectileClientComponent> ent, ref UpdateIsPredictedEvent args)
  66. {
  67. args.IsPredicted = true;
  68. }
  69. private void OnClientProjectileStartCollide(Entity<PredictedProjectileClientComponent> ent, ref StartCollideEvent args)
  70. {
  71. if (ent.Comp.Hit)
  72. return;
  73. if (!TryComp(ent, out ProjectileComponent? projectile) ||
  74. !TryComp(ent, out PhysicsComponent? physics))
  75. {
  76. return;
  77. }
  78. var netEnt = GetNetEntity(args.OtherEntity);
  79. var pos = _transform.GetMapCoordinates(args.OtherEntity);
  80. var hit = new HashSet<(NetEntity, MapCoordinates)> { (netEnt, pos) };
  81. var ev = new PredictedProjectileHitEvent(ent.Owner.Id, hit);
  82. RaiseNetworkEvent(ev);
  83. _projectile.ProjectileCollide((ent, projectile, physics), args.OtherEntity);
  84. }
  85. private void OnServerProjectileStartup(Entity<PredictedProjectileServerComponent> ent, ref ComponentStartup args)
  86. {
  87. if (!GunPrediction)
  88. return;
  89. if (ent.Comp.ClientEnt != _player.LocalEntity)
  90. return;
  91. if (_ignorePredictionHideQuery.HasComp(ent))
  92. return;
  93. if (_spriteQuery.TryComp(ent, out var sprite))
  94. sprite.Visible = false;
  95. }
  96. public override void Update(float frameTime)
  97. {
  98. base.Update(frameTime);
  99. if (!_timing.IsFirstTimePredicted)
  100. return;
  101. // TODO gun prediction remove this once the client reliably detects collisions
  102. var projectiles = EntityQueryEnumerator<PredictedProjectileClientComponent, ProjectileComponent, PhysicsComponent>();
  103. while (projectiles.MoveNext(out var uid, out var predicted, out var projectile, out var physics))
  104. {
  105. if (predicted.Hit)
  106. continue;
  107. var contacts = _physics.GetContactingEntities(uid, physics, true);
  108. if (contacts.Count == 0)
  109. continue;
  110. var hit = new HashSet<(NetEntity, MapCoordinates)>();
  111. foreach (var contact in contacts)
  112. {
  113. var netEnt = GetNetEntity(contact);
  114. var pos = _transform.GetMapCoordinates(contact);
  115. hit.Add((netEnt, pos));
  116. }
  117. var ev = new PredictedProjectileHitEvent(uid.Id, hit);
  118. RaiseNetworkEvent(ev);
  119. _projectile.ProjectileCollide((uid, projectile, physics), contacts.First());
  120. }
  121. var predictedQuery = EntityQueryEnumerator<PredictedProjectileHitComponent, SpriteComponent, TransformComponent>();
  122. while (predictedQuery.MoveNext(out var hit, out var sprite, out var xform))
  123. {
  124. var origin = hit.Origin;
  125. var coordinates = xform.Coordinates;
  126. if (!origin.TryDistance(EntityManager, _transform, coordinates, out var distance) ||
  127. distance >= hit.Distance)
  128. {
  129. sprite.Visible = false;
  130. }
  131. }
  132. }
  133. public override void FrameUpdate(float frameTime)
  134. {
  135. base.FrameUpdate(frameTime);
  136. // TODO bullet prediction remove this when lerping doesnt make the client's entity slightly slower
  137. var projectiles = EntityQueryEnumerator<PredictedProjectileClientComponent, TransformComponent>();
  138. while (projectiles.MoveNext(out _, out var xform))
  139. {
  140. xform.ActivelyLerping = false;
  141. }
  142. }
  143. }