Climbing refactor (#20516)
This commit is contained in:
@@ -1,476 +0,0 @@
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using System.Numerics;
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using Content.Server.Body.Systems;
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using Content.Server.Climbing.Components;
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using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Climbing;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Climbing;
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[UsedImplicitly]
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public sealed class ClimbSystem : SharedClimbSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly InteractionSystem _interactionSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private const string ClimbingFixtureName = "climb";
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private const int ClimbingCollisionGroup = (int) (CollisionGroup.TableLayer | CollisionGroup.LowImpassable);
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private readonly Dictionary<EntityUid, Dictionary<string, Fixture>> _fixtureRemoveQueue = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<ClimbableComponent, GetVerbsEvent<AlternativeVerb>>(AddClimbableVerb);
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SubscribeLocalEvent<ClimbableComponent, DragDropTargetEvent>(OnClimbableDragDrop);
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SubscribeLocalEvent<ClimbingComponent, ClimbDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<ClimbingComponent, EndCollideEvent>(OnClimbEndCollide);
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SubscribeLocalEvent<ClimbingComponent, BuckleChangeEvent>(OnBuckleChange);
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SubscribeLocalEvent<GlassTableComponent, ClimbedOnEvent>(OnGlassClimbed);
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}
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protected override void OnCanDragDropOn(EntityUid uid, ClimbableComponent component, ref CanDropTargetEvent args)
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{
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base.OnCanDragDropOn(uid, component, ref args);
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if (!args.CanDrop)
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return;
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string reason;
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var canVault = args.User == args.Dragged
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? CanVault(component, args.User, uid, out reason)
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: CanVault(component, args.User, args.Dragged, uid, out reason);
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if (!canVault)
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_popupSystem.PopupEntity(reason, args.User, args.User);
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args.CanDrop = canVault;
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args.Handled = true;
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}
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private void AddClimbableVerb(EntityUid uid, ClimbableComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !_actionBlockerSystem.CanMove(args.User))
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return;
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if (!TryComp(args.User, out ClimbingComponent? climbingComponent) || climbingComponent.IsClimbing)
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return;
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// TODO VERBS ICON add a climbing icon?
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args.Verbs.Add(new AlternativeVerb
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{
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Act = () => TryClimb(args.User, args.User, args.Target, out _, component),
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Text = Loc.GetString("comp-climbable-verb-climb")
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});
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}
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private void OnClimbableDragDrop(EntityUid uid, ClimbableComponent component, ref DragDropTargetEvent args)
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{
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// definitely a better way to check if two entities are equal
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// but don't have computer access and i have to do this without syntax
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if (args.Handled || args.User != args.Dragged && !HasComp<HandsComponent>(args.User))
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return;
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TryClimb(args.User, args.Dragged, uid, out _, component);
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}
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public bool TryClimb(EntityUid user,
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EntityUid entityToMove,
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EntityUid climbable,
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out DoAfterId? id,
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ClimbableComponent? comp = null,
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ClimbingComponent? climbing = null)
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{
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id = null;
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if (!Resolve(climbable, ref comp) || !Resolve(entityToMove, ref climbing))
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return false;
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// Note, IsClimbing does not mean a DoAfter is active, it means the target has already finished a DoAfter and
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// is currently on top of something..
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if (climbing.IsClimbing)
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return true;
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var args = new DoAfterArgs(EntityManager, user, comp.ClimbDelay, new ClimbDoAfterEvent(), entityToMove, target: climbable, used: entityToMove)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true
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};
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_audio.PlayPvs(comp.StartClimbSound, climbable);
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_doAfterSystem.TryStartDoAfter(args, out id);
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return true;
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}
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private void OnDoAfter(EntityUid uid, ClimbingComponent component, ClimbDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
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return;
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Climb(uid, args.Args.User, args.Args.Used.Value, args.Args.Target.Value, climbing: component);
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args.Handled = true;
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}
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private void Climb(EntityUid uid, EntityUid user, EntityUid instigator, EntityUid climbable, bool silent = false, ClimbingComponent? climbing = null,
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PhysicsComponent? physics = null, FixturesComponent? fixtures = null, ClimbableComponent? comp = null)
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{
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if (!Resolve(uid, ref climbing, ref physics, ref fixtures, false))
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return;
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if (!Resolve(climbable, ref comp))
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return;
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if (!ReplaceFixtures(climbing, fixtures))
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return;
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climbing.IsClimbing = true;
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Dirty(climbing);
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_audio.PlayPvs(comp.FinishClimbSound, climbable);
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MoveEntityToward(uid, climbable, physics, climbing);
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// we may potentially need additional logic since we're forcing a player onto a climbable
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// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
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RaiseLocalEvent(uid, new StartClimbEvent(climbable), false);
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RaiseLocalEvent(climbable, new ClimbedOnEvent(uid, user), false);
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if (silent)
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return;
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if (user == uid)
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{
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var othersMessage = Loc.GetString("comp-climbable-user-climbs-other", ("user", Identity.Entity(uid, EntityManager)),
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("climbable", climbable));
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uid.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("comp-climbable-user-climbs", ("climbable", climbable));
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uid.PopupMessage(selfMessage);
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}
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else
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{
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var othersMessage = Loc.GetString("comp-climbable-user-climbs-force-other", ("user", Identity.Entity(user, EntityManager)),
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("moved-user", Identity.Entity(uid, EntityManager)), ("climbable", climbable));
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user.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("comp-climbable-user-climbs-force", ("moved-user", Identity.Entity(uid, EntityManager)),
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("climbable", climbable));
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user.PopupMessage(selfMessage);
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}
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}
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/// <summary>
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/// Replaces the current fixtures with non-climbing collidable versions so that climb end can be detected
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/// </summary>
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/// <returns>Returns whether adding the new fixtures was successful</returns>
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private bool ReplaceFixtures(ClimbingComponent climbingComp, FixturesComponent fixturesComp)
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{
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var uid = climbingComp.Owner;
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// Swap fixtures
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foreach (var (name, fixture) in fixturesComp.Fixtures)
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{
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if (climbingComp.DisabledFixtureMasks.ContainsKey(name)
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|| fixture.Hard == false
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|| (fixture.CollisionMask & ClimbingCollisionGroup) == 0)
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continue;
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climbingComp.DisabledFixtureMasks.Add(name, fixture.CollisionMask & ClimbingCollisionGroup);
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_physics.SetCollisionMask(uid, name, fixture, fixture.CollisionMask & ~ClimbingCollisionGroup, fixturesComp);
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}
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if (!_fixtureSystem.TryCreateFixture(
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uid,
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new PhysShapeCircle(0.35f),
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ClimbingFixtureName,
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collisionLayer: (int) CollisionGroup.None,
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collisionMask: ClimbingCollisionGroup,
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hard: false,
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manager: fixturesComp))
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{
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return false;
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}
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return true;
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}
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private void OnClimbEndCollide(EntityUid uid, ClimbingComponent component, ref EndCollideEvent args)
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{
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if (args.OurFixtureId != ClimbingFixtureName
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|| !component.IsClimbing
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|| component.OwnerIsTransitioning)
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return;
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foreach (var fixture in args.OurFixture.Contacts.Keys)
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{
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if (fixture == args.OtherFixture)
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continue;
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// If still colliding with a climbable, do not stop climbing
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if (HasComp<ClimbableComponent>(args.OtherEntity))
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return;
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}
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StopClimb(uid, component);
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}
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private void StopClimb(EntityUid uid, ClimbingComponent? climbing = null, FixturesComponent? fixtures = null)
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{
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if (!Resolve(uid, ref climbing, ref fixtures, false))
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return;
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foreach (var (name, fixtureMask) in climbing.DisabledFixtureMasks)
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{
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if (!fixtures.Fixtures.TryGetValue(name, out var fixture))
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{
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continue;
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}
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_physics.SetCollisionMask(uid, name, fixture, fixture.CollisionMask | fixtureMask, fixtures);
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}
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climbing.DisabledFixtureMasks.Clear();
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if (!_fixtureRemoveQueue.TryGetValue(uid, out var removeQueue))
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{
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removeQueue = new Dictionary<string, Fixture>();
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_fixtureRemoveQueue.Add(uid, removeQueue);
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}
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if (fixtures.Fixtures.TryGetValue(ClimbingFixtureName, out var climbingFixture))
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removeQueue.Add(ClimbingFixtureName, climbingFixture);
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climbing.IsClimbing = false;
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climbing.OwnerIsTransitioning = false;
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var ev = new EndClimbEvent();
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RaiseLocalEvent(uid, ref ev);
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Dirty(climbing);
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}
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/// <summary>
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/// Checks if the user can vault the target
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/// </summary>
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/// <param name="component">The component of the entity that is being vaulted</param>
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/// <param name="user">The entity that wants to vault</param>
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/// <param name="target">The object that is being vaulted</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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public bool CanVault(ClimbableComponent component, EntityUid user, EntityUid target, out string reason)
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{
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if (!_actionBlockerSystem.CanInteract(user, target))
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{
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reason = Loc.GetString("comp-climbable-cant-interact");
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return false;
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}
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if (!HasComp<ClimbingComponent>(user)
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|| !TryComp(user, out BodyComponent? body)
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|| !_bodySystem.BodyHasPartType(user, BodyPartType.Leg, body)
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|| !_bodySystem.BodyHasPartType(user, BodyPartType.Foot, body))
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{
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reason = Loc.GetString("comp-climbable-cant-climb");
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return false;
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}
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if (!_interactionSystem.InRangeUnobstructed(user, target, component.Range))
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{
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reason = Loc.GetString("comp-climbable-cant-reach");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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/// <summary>
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/// Checks if the user can vault the dragged entity onto the the target
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/// </summary>
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/// <param name="component">The climbable component of the object being vaulted onto</param>
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/// <param name="user">The user that wants to vault the entity</param>
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/// <param name="dragged">The entity that is being vaulted</param>
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/// <param name="target">The object that is being vaulted onto</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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public bool CanVault(ClimbableComponent component, EntityUid user, EntityUid dragged, EntityUid target,
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out string reason)
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{
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if (!_actionBlockerSystem.CanInteract(user, dragged) || !_actionBlockerSystem.CanInteract(user, target))
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{
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reason = Loc.GetString("comp-climbable-cant-interact");
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return false;
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}
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if (!HasComp<ClimbingComponent>(dragged))
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{
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reason = Loc.GetString("comp-climbable-cant-climb");
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return false;
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}
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bool Ignored(EntityUid entity) => entity == target || entity == user || entity == dragged;
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if (!_interactionSystem.InRangeUnobstructed(user, target, component.Range, predicate: Ignored)
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|| !_interactionSystem.InRangeUnobstructed(user, dragged, component.Range, predicate: Ignored))
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{
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reason = Loc.GetString("comp-climbable-cant-reach");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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public void ForciblySetClimbing(EntityUid uid, EntityUid climbable, ClimbingComponent? component = null)
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{
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Climb(uid, uid, uid, climbable, true, component);
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}
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private void OnBuckleChange(EntityUid uid, ClimbingComponent component, ref BuckleChangeEvent args)
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{
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if (!args.Buckling)
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return;
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StopClimb(uid, component);
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}
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private void OnGlassClimbed(EntityUid uid, GlassTableComponent component, ClimbedOnEvent args)
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{
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if (TryComp<PhysicsComponent>(args.Climber, out var physics) && physics.Mass <= component.MassLimit)
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return;
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_damageableSystem.TryChangeDamage(args.Climber, component.ClimberDamage, origin: args.Climber);
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_damageableSystem.TryChangeDamage(uid, component.TableDamage, origin: args.Climber);
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_stunSystem.TryParalyze(args.Climber, TimeSpan.FromSeconds(component.StunTime), true);
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// Not shown to the user, since they already get a 'you climb on the glass table' popup
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_popupSystem.PopupEntity(
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Loc.GetString("glass-table-shattered-others", ("table", uid), ("climber", Identity.Entity(args.Climber, EntityManager))), args.Climber,
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Filter.PvsExcept(args.Climber), true);
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}
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/// <summary>
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/// Moves the entity toward the target climbed entity
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/// </summary>
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public void MoveEntityToward(EntityUid uid, EntityUid target, PhysicsComponent? physics = null, ClimbingComponent? climbing = null)
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{
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if (!Resolve(uid, ref physics, ref climbing, false))
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return;
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var from = Transform(uid).WorldPosition;
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var to = Transform(target).WorldPosition;
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var (x, y) = (to - from).Normalized();
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if (MathF.Abs(x) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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to = new Vector2(from.X, to.Y);
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else if (MathF.Abs(y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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to = new Vector2(to.X, from.Y);
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var velocity = (to - from).Length();
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if (velocity <= 0.0f)
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return;
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// Since there are bodies with different masses:
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// mass * 10 seems enough to move entity
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// instead of launching cats like rockets against the walls with constant impulse value.
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_physics.ApplyLinearImpulse(uid, (to - from).Normalized() * velocity * physics.Mass * 10, body: physics);
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_physics.SetBodyType(uid, BodyType.Dynamic, body: physics);
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climbing.OwnerIsTransitioning = true;
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_actionBlockerSystem.UpdateCanMove(uid);
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// Transition back to KinematicController after BufferTime
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climbing.Owner.SpawnTimer((int) (ClimbingComponent.BufferTime * 1000), () =>
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{
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if (climbing.Deleted)
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return;
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_physics.SetBodyType(uid, BodyType.KinematicController);
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climbing.OwnerIsTransitioning = false;
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_actionBlockerSystem.UpdateCanMove(uid);
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});
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}
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public override void Update(float frameTime)
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{
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foreach (var (uid, fixtures) in _fixtureRemoveQueue)
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{
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if (!TryComp<PhysicsComponent>(uid, out var physicsComp)
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|| !TryComp<FixturesComponent>(uid, out var fixturesComp))
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{
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continue;
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}
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foreach (var fixture in fixtures)
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{
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_fixtureSystem.DestroyFixture(uid, fixture.Key, fixture.Value, body: physicsComp, manager: fixturesComp);
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}
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}
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_fixtureRemoveQueue.Clear();
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}
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private void Reset(RoundRestartCleanupEvent ev)
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{
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_fixtureRemoveQueue.Clear();
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}
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}
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/// <summary>
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/// Raised on an entity when it is climbed on.
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/// </summary>
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public sealed class ClimbedOnEvent : EntityEventArgs
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{
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public EntityUid Climber;
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public EntityUid Instigator;
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public ClimbedOnEvent(EntityUid climber, EntityUid instigator)
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{
|
||||
Climber = climber;
|
||||
Instigator = instigator;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity when it successfully climbs on something.
|
||||
/// </summary>
|
||||
public sealed class StartClimbEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid Climbable;
|
||||
|
||||
public StartClimbEvent(EntityUid climbable)
|
||||
{
|
||||
Climbable = climbable;
|
||||
}
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
using Content.Shared.Damage;
|
||||
|
||||
namespace Content.Server.Climbing.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Glass tables shatter and stun you when climbed on.
|
||||
/// This is a really entity-specific behavior, so opted to make it
|
||||
/// not very generalized with regards to naming.
|
||||
/// </summary>
|
||||
[RegisterComponent, Access(typeof(ClimbSystem))]
|
||||
public sealed partial class GlassTableComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How much damage should be given to the climber?
|
||||
/// </summary>
|
||||
[DataField("climberDamage")]
|
||||
public DamageSpecifier ClimberDamage = default!;
|
||||
|
||||
/// <summary>
|
||||
/// How much damage should be given to the table when climbed on?
|
||||
/// </summary>
|
||||
[DataField("tableDamage")]
|
||||
public DamageSpecifier TableDamage = default!;
|
||||
|
||||
/// <summary>
|
||||
/// How much mass should be needed to break the table?
|
||||
/// </summary>
|
||||
[DataField("tableMassLimit")]
|
||||
public float MassLimit;
|
||||
|
||||
/// <summary>
|
||||
/// How long should someone who climbs on this table be stunned for?
|
||||
/// </summary>
|
||||
public float StunTime = 2.0f;
|
||||
}
|
||||
8
Content.Server/Interaction/DragDropSystem.cs
Normal file
8
Content.Server/Interaction/DragDropSystem.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using Content.Shared.DragDrop;
|
||||
|
||||
namespace Content.Server.Interaction;
|
||||
|
||||
public sealed class DragDropSystem : SharedDragDropSystem
|
||||
{
|
||||
|
||||
}
|
||||
@@ -32,8 +32,6 @@ namespace Content.Server.Interaction
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeNetworkEvent<DragDropRequestEvent>(HandleDragDropRequestEvent);
|
||||
|
||||
SubscribeLocalEvent<BoundUserInterfaceCheckRangeEvent>(HandleUserInterfaceRangeCheck);
|
||||
}
|
||||
|
||||
@@ -58,45 +56,6 @@ namespace Content.Server.Interaction
|
||||
return _uiSystem.SessionHasOpenUi(container.Owner, StorageComponent.StorageUiKey.Key, actor.PlayerSession);
|
||||
}
|
||||
|
||||
#region Drag drop
|
||||
|
||||
private void HandleDragDropRequestEvent(DragDropRequestEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
var dragged = GetEntity(msg.Dragged);
|
||||
var target = GetEntity(msg.Target);
|
||||
|
||||
if (Deleted(dragged) || Deleted(target))
|
||||
return;
|
||||
|
||||
var user = args.SenderSession.AttachedEntity;
|
||||
|
||||
if (user == null || !_actionBlockerSystem.CanInteract(user.Value, target))
|
||||
return;
|
||||
|
||||
// must be in range of both the target and the object they are drag / dropping
|
||||
// Client also does this check but ya know we gotta validate it.
|
||||
if (!InRangeUnobstructed(user.Value, dragged, popup: true)
|
||||
|| !InRangeUnobstructed(user.Value, target, popup: true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var dragArgs = new DragDropDraggedEvent(user.Value, target);
|
||||
|
||||
// trigger dragdrops on the dropped entity
|
||||
RaiseLocalEvent(dragged, ref dragArgs);
|
||||
|
||||
if (dragArgs.Handled)
|
||||
return;
|
||||
|
||||
var dropArgs = new DragDropTargetEvent(user.Value, dragged);
|
||||
|
||||
// trigger dragdrops on the target entity (what you are dropping onto)
|
||||
RaiseLocalEvent(GetEntity(msg.Target), ref dropArgs);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void HandleUserInterfaceRangeCheck(ref BoundUserInterfaceCheckRangeEvent ev)
|
||||
{
|
||||
if (ev.Player.AttachedEntity is not { } user)
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Climbing;
|
||||
using Content.Server.Construction;
|
||||
using Content.Server.Fluids.EntitySystems;
|
||||
using Content.Server.Materials;
|
||||
@@ -9,6 +8,7 @@ using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Climbing.Events;
|
||||
using Content.Shared.Construction.Components;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
@@ -160,7 +160,7 @@ namespace Content.Server.Medical.BiomassReclaimer
|
||||
});
|
||||
}
|
||||
|
||||
private void OnClimbedOn(EntityUid uid, BiomassReclaimerComponent component, ClimbedOnEvent args)
|
||||
private void OnClimbedOn(EntityUid uid, BiomassReclaimerComponent component, ref ClimbedOnEvent args)
|
||||
{
|
||||
if (!CanGib(uid, args.Climber, component))
|
||||
{
|
||||
|
||||
@@ -7,7 +7,6 @@ using Content.Server.Body.Components;
|
||||
using Content.Server.Body.Systems;
|
||||
using Content.Server.Chemistry.Components.SolutionManager;
|
||||
using Content.Server.Chemistry.EntitySystems;
|
||||
using Content.Server.Climbing;
|
||||
using Content.Server.Medical.Components;
|
||||
using Content.Server.NodeContainer;
|
||||
using Content.Server.NodeContainer.EntitySystems;
|
||||
@@ -32,6 +31,7 @@ using Content.Shared.Verbs;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Timing;
|
||||
using Content.Server.Temperature.Components;
|
||||
using Content.Shared.Climbing.Systems;
|
||||
|
||||
namespace Content.Server.Medical;
|
||||
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using Content.Server.Climbing;
|
||||
using Content.Server.Cloning;
|
||||
using Content.Server.Medical.Components;
|
||||
using Content.Shared.Destructible;
|
||||
@@ -13,6 +12,7 @@ using Content.Server.DeviceLinking.Systems;
|
||||
using Content.Shared.DeviceLinking.Events;
|
||||
using Content.Server.Power.EntitySystems;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Climbing.Systems;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Robust.Server.Containers;
|
||||
|
||||
@@ -18,6 +18,7 @@ using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using ClimbableComponent = Content.Shared.Climbing.Components.ClimbableComponent;
|
||||
|
||||
namespace Content.Server.NPC.Pathfinding;
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ using Content.Shared.NPC;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using ClimbingComponent = Content.Shared.Climbing.Components.ClimbingComponent;
|
||||
|
||||
namespace Content.Server.NPC.Systems;
|
||||
|
||||
|
||||
@@ -9,6 +9,8 @@ using Content.Shared.NPC;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Utility;
|
||||
using ClimbableComponent = Content.Shared.Climbing.Components.ClimbableComponent;
|
||||
using ClimbingComponent = Content.Shared.Climbing.Components.ClimbingComponent;
|
||||
|
||||
namespace Content.Server.NPC.Systems;
|
||||
|
||||
@@ -132,7 +134,7 @@ public sealed partial class NPCSteeringSystem
|
||||
{
|
||||
return SteeringObstacleStatus.Completed;
|
||||
}
|
||||
else if (climbing.OwnerIsTransitioning)
|
||||
else if (climbing.NextTransition != null)
|
||||
{
|
||||
return SteeringObstacleStatus.Continuing;
|
||||
}
|
||||
|
||||
@@ -1,21 +1,19 @@
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Administration.Managers;
|
||||
using Content.Server.Climbing;
|
||||
using Content.Server.DoAfter;
|
||||
using Content.Server.Doors.Systems;
|
||||
using Content.Server.NPC.Components;
|
||||
using Content.Server.NPC.Events;
|
||||
using Content.Server.NPC.Pathfinding;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Climbing.Systems;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.NPC;
|
||||
using Content.Shared.NPC;
|
||||
using Content.Shared.NPC.Events;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
@@ -28,7 +26,6 @@ using Robust.Shared.Physics.Systems;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Threading;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using Content.Shared.Prying.Systems;
|
||||
|
||||
Reference in New Issue
Block a user