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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87
Content.Shared/Physics/ClimbController.cs
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87
Content.Shared/Physics/ClimbController.cs
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#nullable enable
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Shared.Physics
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{
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/// <summary>
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/// Movement controller used by the climb system. Lerps the player from A to B.
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/// Also does checks to make sure the player isn't blocked.
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/// </summary>
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public class ClimbController : VirtualController
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{
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private Vector2? _movingTo = null;
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private Vector2 _lastKnownPosition = default;
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private int _numTicksBlocked = 0;
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/// <summary>
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/// If 5 ticks have passed and our position has not changed then something is blocking us.
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/// </summary>
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public bool IsBlocked => _numTicksBlocked > 5 || _isMovingWrongDirection;
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/// <summary>
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/// If the controller is currently moving the player somewhere, it is considered active.
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/// </summary>
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public bool IsActive => _movingTo.HasValue;
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private float _initialDist = default;
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private bool _isMovingWrongDirection = false;
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public void TryMoveTo(Vector2 from, Vector2 to)
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{
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if (ControlledComponent == null)
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{
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return;
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}
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_initialDist = (from - to).Length;
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_numTicksBlocked = 0;
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_lastKnownPosition = from;
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_movingTo = to;
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_isMovingWrongDirection = false;
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}
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public override void UpdateAfterProcessing()
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{
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base.UpdateAfterProcessing();
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if (ControlledComponent == null || _movingTo == null)
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{
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return;
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}
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if ((ControlledComponent.Owner.Transform.WorldPosition - _lastKnownPosition).Length <= 0.05f)
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{
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_numTicksBlocked++;
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}
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else
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{
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_numTicksBlocked = 0;
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}
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_lastKnownPosition = ControlledComponent.Owner.Transform.WorldPosition;
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if ((ControlledComponent.Owner.Transform.WorldPosition - _movingTo.Value).Length <= 0.05f)
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{
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_movingTo = null;
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}
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if (_movingTo.HasValue)
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{
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var dist = (_lastKnownPosition - _movingTo.Value).Length;
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if (dist > _initialDist)
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{
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_isMovingWrongDirection = true;
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}
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var diff = _movingTo.Value - ControlledComponent.Owner.Transform.WorldPosition;
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LinearVelocity = diff.Normalized * 5;
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}
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else
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{
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LinearVelocity = Vector2.Zero;
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}
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}
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}
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}
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