Files
ss14-wega/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
Perry Fraser 79f58a0314 Don't process paused MoverControllers (#39444)
* refactor: make MoverController use more queries

* perf: don't process paused MoverControllers

* perf: track active input movers via events

* Revert "place stored changeling identities next to each other (#39452)"

This reverts commit 9b5d2ff11b.

* perf: keep around the seen movers hashset

* fix: don't reintroduce wild wild west ordering

* style: use virtual method

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* docs: better ActiveInputMoverComponent motiviation

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fix: pass through known comp

* fix: properly order relay movers for real

* perf: use proxy Transform() and inline it

Actually this might be a slight performance improvement since it avoids

the dictionary lookup until the case that its body status is on ground.

* style: switch an event handler to Entity<T>

* fix: just-in-case track for relay loops

* merg conflix

* borger

* whitespace moment

* whoops

* empty

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
2025-12-20 19:24:04 +00:00

97 lines
3.8 KiB
C#

using Content.Shared.Movement.Components;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
}
private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
/// <summary>
/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
/// forgotten to Dirty(), so fuck you, you have to use this method now.
/// </summary>
public void SetRelay(EntityUid uid, EntityUid relayEntity)
{
if (uid == relayEntity)
{
Log.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
return;
}
var component = EnsureComp<RelayInputMoverComponent>(uid);
if (component.RelayEntity == relayEntity)
return;
if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
{
oldTarget.Source = EntityUid.Invalid;
RemComp(component.RelayEntity, oldTarget);
PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
}
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
{
oldRelay.RelayEntity = EntityUid.Invalid;
RemComp(targetComp.Source, oldRelay);
PhysicsSystem.UpdateIsPredicted(targetComp.Source);
}
PhysicsSystem.UpdateIsPredicted(uid);
PhysicsSystem.UpdateIsPredicted(relayEntity);
component.RelayEntity = relayEntity;
targetComp.Source = uid;
Dirty(uid, component);
Dirty(relayEntity, targetComp);
_blocker.UpdateCanMove(uid);
UpdateMoverStatus((relayEntity, null, targetComp));
}
private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
if (Timing.ApplyingState)
return;
if (TryComp(entity.Comp.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
RemComp(entity.Comp.RelayEntity, target);
_blocker.UpdateCanMove(entity.Owner);
}
protected virtual void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
if (Timing.ApplyingState)
return;
if (TryComp(entity.Comp.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
RemComp(entity.Comp.Source, relay);
}
protected virtual void UpdateMoverStatus(Entity<InputMoverComponent?, MovementRelayTargetComponent?> ent) { }
}