Fix hugging mispredict (#28432)
* git mv * Move namespaces * Fix hugging mispredict
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@@ -1,8 +1,8 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Interaction.Components;
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using Content.Server.Popups;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition.AnimalHusbandry;
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@@ -1,7 +1,7 @@
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Interaction.Components;
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namespace Content.Shared.Interaction.Components;
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[RegisterComponent, Access(typeof(InteractionPopupSystem))]
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public sealed partial class InteractionPopupComponent : Component
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@@ -1,26 +1,27 @@
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using Content.Server.Interaction.Components;
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using Content.Server.Popups;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Interaction;
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namespace Content.Shared.Interaction;
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public sealed class InteractionPopupSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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public override void Initialize()
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{
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@@ -53,28 +54,39 @@ public sealed class InteractionPopupSystem : EntitySystem
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return;
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//Handling does nothing and this thing annoyingly plays way too often.
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// HUH? What does this comment even mean?
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if (HasComp<SleepingComponent>(uid))
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return;
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args.Handled = true;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.LastInteractTime + component.InteractDelay)
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return;
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if (TryComp<MobStateComponent>(uid, out var state)
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&& !_mobStateSystem.IsAlive(uid, state))
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{
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return;
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}
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args.Handled = true;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.LastInteractTime + component.InteractDelay)
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return;
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component.LastInteractTime = curTime;
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// TODO: Should be an attempt event
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// TODO: Need to handle pausing with an accumulator.
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string msg = ""; // Stores the text to be shown in the popup message
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var msg = ""; // Stores the text to be shown in the popup message
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SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
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var predict = component.SuccessChance is 0 or 1
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&& component.InteractSuccessSpawn == null
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&& component.InteractFailureSpawn == null;
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if (_netMan.IsClient && !predict)
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return;
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if (_random.Prob(component.SuccessChance))
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{
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if (component.InteractSuccessString != null)
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@@ -102,20 +114,39 @@ public sealed class InteractionPopupSystem : EntitySystem
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{
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var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
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("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
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_popupSystem.PopupEntity(msg, uid, user);
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_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true);
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}
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else
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_popupSystem.PopupEntity(msg, uid, user); //play only for the initiating entity.
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if (sfx is not null) //not all cases will have sound.
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if (!predict)
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{
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_popupSystem.PopupEntity(msg, uid, user);
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if (component.SoundPerceivedByOthers)
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_audio.PlayPvs(sfx, target); //play for everyone in range
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_audio.PlayPvs(sfx, target);
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else
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_audio.PlayEntity(sfx, Filter.Entities(user, target), target, true); //play only for the initiating entity and its target.
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_audio.PlayEntity(sfx, Filter.Entities(user, target), target, false);
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return;
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}
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component.LastInteractTime = curTime;
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_popupSystem.PopupPredicted(msg, uid, user);
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if (sfx == null)
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return;
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if (component.SoundPerceivedByOthers)
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{
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_audio.PlayPredicted(sfx, target, user);
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return;
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}
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if (_netMan.IsClient)
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{
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if (_gameTiming.IsFirstTimePredicted)
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_audio.PlayEntity(sfx, Filter.Local(), target, true);
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}
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else
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{
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_audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false);
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}
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}
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}
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