Climbing system (#1750)
* Initial commit * Climbing uses its own controller now * Missed a check * Get rid of hands check * Cleanup * Get rid of speciescomponent stuff * Remove unneeded check, add separate case for moving other players. * Add DoAfter * IClientDraggable added to ClimbingComponent * Added some basic integration tests. Renamed ClimbMode to Climbing. * oops * Minor fixes * ffff * Table fix * Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!! * Flag check fix * Distance check and reset numticksblocked * get rid
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@@ -0,0 +1,11 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public interface IClimbable { };
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public class SharedClimbableComponent : Component, IClimbable
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{
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public sealed override string Name => "Climbable";
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}
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}
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@@ -0,0 +1,66 @@
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
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{
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public sealed override string Name => "Climbing";
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public sealed override uint? NetID => ContentNetIDs.CLIMBING;
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protected ICollidableComponent Body;
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protected bool IsOnClimbableThisFrame = false;
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protected bool OwnerIsTransitioning
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{
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get
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{
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if (Body.TryGetController<ClimbController>(out var controller))
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{
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return controller.IsActive;
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}
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return false;
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}
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}
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public abstract bool IsClimbing { get; set; }
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bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
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bool IActionBlocker.CanChangeDirection() => !OwnerIsTransitioning;
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bool ICollideSpecial.PreventCollide(IPhysBody collided)
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{
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if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
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{
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IsOnClimbableThisFrame = true;
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return IsClimbing;
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}
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return false;
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out Body);
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}
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[Serializable, NetSerializable]
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protected sealed class ClimbModeComponentState : ComponentState
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{
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public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
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{
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Climbing = climbing;
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}
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public bool Climbing { get; }
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}
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}
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}
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@@ -54,7 +54,6 @@
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public const uint STUNNABLE = 1048;
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public const uint HUNGER = 1049;
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public const uint THIRST = 1050;
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public const uint FLASHABLE = 1051;
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public const uint BUCKLE = 1052;
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public const uint PROJECTILE = 1053;
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@@ -65,6 +64,7 @@
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public const uint DO_AFTER = 1058;
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public const uint RADIATION_PULSE = 1059;
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public const uint BODY_MANAGER = 1060;
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public const uint CLIMBING = 1061;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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@@ -10,21 +10,13 @@ namespace Content.Shared.GameObjects.EntitySystems
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public interface IActionBlocker
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{
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bool CanMove() => true;
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bool CanInteract() => true;
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bool CanUse() => true;
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bool CanThrow() => true;
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bool CanSpeak() => true;
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bool CanDrop() => true;
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bool CanPickup() => true;
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bool CanEmote() => true;
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bool CanAttack() => true;
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bool CanEquip() => true;
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