# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
586 lines
21 KiB
C#
586 lines
21 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Climbing.Components;
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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.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Events;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Stunnable;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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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.Controllers;
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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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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Climbing.Systems;
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public sealed partial class ClimbSystem : VirtualController
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = 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 EntityQuery<ClimbableComponent> _climbableQuery;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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base.Initialize();
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_climbableQuery = GetEntityQuery<ClimbableComponent>();
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeLocalEvent<ClimbingComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<ClimbingComponent, EntParentChangedMessage>(OnParentChange);
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SubscribeLocalEvent<ClimbingComponent, ClimbDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<ClimbingComponent, EndCollideEvent>(OnClimbEndCollide);
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SubscribeLocalEvent<ClimbingComponent, BuckledEvent>(OnBuckled);
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SubscribeLocalEvent<ClimbingComponent, EntGotInsertedIntoContainerMessage>(OnStored);
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SubscribeLocalEvent<ClimbableComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<ClimbableComponent, GetVerbsEvent<AlternativeVerb>>(AddClimbableVerb);
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SubscribeLocalEvent<ClimbableComponent, DragDropTargetEvent>(OnClimbableDragDrop);
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SubscribeLocalEvent<GlassTableComponent, ClimbedOnEvent>(OnGlassClimbed);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var query = EntityQueryEnumerator<ClimbingComponent>();
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var curTime = _timing.CurTime;
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// Move anything still climb in the specified direction.
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextTransition == null)
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continue;
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if (comp.NextTransition < curTime)
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{
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FinishTransition(uid, comp);
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continue;
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}
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var xform = _xformQuery.GetComponent(uid);
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_xformSystem.SetLocalPosition(uid, xform.LocalPosition + comp.Direction * frameTime, xform);
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}
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}
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private void FinishTransition(EntityUid uid, ClimbingComponent comp)
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{
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// TODO: Validate climb here
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comp.NextTransition = null;
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_actionBlockerSystem.UpdateCanMove(uid);
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Dirty(uid, comp);
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// Stop if necessary.
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if (!_fixturesQuery.TryGetComponent(uid, out var fixtures) ||
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!IsClimbing(uid, fixtures))
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{
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StopClimb(uid, comp);
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return;
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}
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}
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/// <summary>
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/// Returns true if entity currently has a valid vault.
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/// </summary>
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public bool IsClimbing(EntityUid uid, FixturesComponent? fixturesComp = null) // Sunrise-Edit
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{
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if (!_fixturesQuery.Resolve(uid, ref fixturesComp) || !fixturesComp.Fixtures.TryGetValue(ClimbingFixtureName, out var climbFixture))
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return false;
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|
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foreach (var contact in climbFixture.Contacts.Values)
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{
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var other = uid == contact.EntityA ? contact.EntityB : contact.EntityA;
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|
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if (HasComp<ClimbableComponent>(other))
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{
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return true;
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}
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}
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|
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return false;
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|
}
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|
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private void OnMoveAttempt(EntityUid uid, ClimbingComponent component, UpdateCanMoveEvent args)
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{
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// Can't move when transition.
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if (component.NextTransition != null)
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args.Cancel();
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}
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|
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private void OnParentChange(EntityUid uid, ClimbingComponent component, ref EntParentChangedMessage args)
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{
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if (component.NextTransition != null)
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{
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FinishTransition(uid, component);
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}
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}
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|
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private void OnCanDragDropOn(EntityUid uid, ClimbableComponent component, ref CanDropTargetEvent args)
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{
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if (args.Handled || !component.Vaultable)
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return;
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|
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// If already climbing then don't show outlines.
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if (TryComp(args.Dragged, out ClimbingComponent? climbing) && climbing.IsClimbing)
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return;
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var canVault = args.User == args.Dragged
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? CanVault(component, args.User, uid, out _)
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: CanVault(component, args.User, args.Dragged, uid, out _);
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args.CanDrop = canVault;
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if (!HasComp<HandsComponent>(args.User))
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args.CanDrop = false;
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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) || !component.Vaultable)
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return;
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if (!TryComp(args.User, out ClimbingComponent? climbingComponent) || climbingComponent.IsClimbing || !climbingComponent.CanClimb)
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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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if (args.Handled)
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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(
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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, false))
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return false;
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var canVault = user == entityToMove
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? CanVault(comp, user, climbable, out var reason)
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: CanVault(comp, user, entityToMove, climbable, out reason);
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if (!canVault)
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|
{
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_popupSystem.PopupClient(reason, user, user);
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return false;
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}
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|
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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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|
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var ev = new AttemptClimbEvent(user, entityToMove, climbable);
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RaiseLocalEvent(climbable, ref ev);
|
|
if (ev.Cancelled)
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return false;
|
|
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var args = new DoAfterArgs(EntityManager, user, comp.ClimbDelay, new ClimbDoAfterEvent(),
|
|
entityToMove,
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target: climbable,
|
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used: entityToMove)
|
|
{
|
|
BreakOnMove = true,
|
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BreakOnDamage = true,
|
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DuplicateCondition = DuplicateConditions.SameTool | DuplicateConditions.SameTarget
|
|
};
|
|
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_audio.PlayPredicted(comp.StartClimbSound, climbable, user);
|
|
var success = _doAfterSystem.TryStartDoAfter(args, out id);
|
|
|
|
if (success)
|
|
climbing.DoAfter = id;
|
|
|
|
return success;
|
|
|
|
}
|
|
|
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private void OnDoAfter(EntityUid uid, ClimbingComponent component, ClimbDoAfterEvent args)
|
|
{
|
|
component.DoAfter = null;
|
|
|
|
if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
|
|
return;
|
|
|
|
if (_containers.IsEntityInContainer(uid))
|
|
{
|
|
args.Handled = true;
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|
return;
|
|
}
|
|
|
|
Climb(uid, args.Args.User, args.Args.Target.Value, climbing: component);
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|
args.Handled = true;
|
|
}
|
|
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public void Climb(EntityUid uid, EntityUid user, EntityUid climbable, bool silent = false, ClimbingComponent? climbing = null,
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PhysicsComponent? physics = null, FixturesComponent? fixtures = null, ClimbableComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref climbing, ref physics, ref fixtures, false))
|
|
return;
|
|
|
|
if (!Resolve(climbable, ref comp, false))
|
|
return;
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|
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|
var selfEvent = new SelfBeforeClimbEvent(uid, user, (climbable, comp));
|
|
RaiseLocalEvent(uid, selfEvent);
|
|
|
|
if (selfEvent.Cancelled)
|
|
return;
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|
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|
var targetEvent = new TargetBeforeClimbEvent(uid, user, (climbable, comp));
|
|
RaiseLocalEvent(climbable, targetEvent);
|
|
|
|
if (targetEvent.Cancelled)
|
|
return;
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|
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if (!ReplaceFixtures(uid, climbing, fixtures))
|
|
return;
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|
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|
var xform = _xformQuery.GetComponent(uid);
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|
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
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|
var worldDirection = _xformSystem.GetWorldPosition(climbable) - worldPos;
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|
var distance = worldDirection.Length();
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|
var parentRot = worldRot - xform.LocalRotation;
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|
// Need direction relative to climber's parent.
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|
var localDirection = (-parentRot).RotateVec(worldDirection);
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|
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|
// On top of it already so just do it in place.
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|
if (localDirection.LengthSquared() < 0.01f)
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|
{
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|
climbing.NextTransition = null;
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|
}
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|
// VirtualController over to the thing.
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|
else
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|
{
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|
var climbDuration = TimeSpan.FromSeconds(distance / climbing.TransitionRate);
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|
climbing.NextTransition = _timing.CurTime + climbDuration;
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|
|
|
climbing.Direction = localDirection.Normalized() * climbing.TransitionRate;
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|
_actionBlockerSystem.UpdateCanMove(uid);
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|
}
|
|
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|
climbing.IsClimbing = true;
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|
Dirty(uid, climbing);
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|
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|
_audio.PlayPredicted(comp.FinishClimbSound, climbable, user);
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|
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|
var startEv = new StartClimbEvent(climbable);
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|
var climbedEv = new ClimbedOnEvent(uid, user);
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|
RaiseLocalEvent(uid, ref startEv);
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|
RaiseLocalEvent(climbable, ref climbedEv);
|
|
|
|
if (silent)
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|
return;
|
|
|
|
string selfMessage;
|
|
string othersMessage;
|
|
|
|
if (user == uid)
|
|
{
|
|
othersMessage = Loc.GetString("comp-climbable-user-climbs-other",
|
|
("user", Identity.Entity(uid, EntityManager)),
|
|
("climbable", climbable));
|
|
|
|
selfMessage = Loc.GetString("comp-climbable-user-climbs", ("climbable", climbable));
|
|
}
|
|
else
|
|
{
|
|
othersMessage = Loc.GetString("comp-climbable-user-climbs-force-other",
|
|
("user", Identity.Entity(user, EntityManager)),
|
|
("moved-user", Identity.Entity(uid, EntityManager)), ("climbable", climbable));
|
|
|
|
selfMessage = Loc.GetString("comp-climbable-user-climbs-force", ("moved-user", Identity.Entity(uid, EntityManager)),
|
|
("climbable", climbable));
|
|
}
|
|
|
|
_popupSystem.PopupPredicted(selfMessage, othersMessage, uid, user);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replaces the current fixtures with non-climbing collidable versions so that climb end can be detected
|
|
/// </summary>
|
|
/// <returns>Returns whether adding the new fixtures was successful</returns>
|
|
private bool ReplaceFixtures(EntityUid uid, ClimbingComponent climbingComp, FixturesComponent fixturesComp)
|
|
{
|
|
// Swap fixtures
|
|
foreach (var (name, fixture) in fixturesComp.Fixtures)
|
|
{
|
|
if (climbingComp.DisabledFixtureMasks.ContainsKey(name)
|
|
|| fixture.Hard == false
|
|
|| (fixture.CollisionMask & ClimbingCollisionGroup) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
climbingComp.DisabledFixtureMasks.Add(name, fixture.CollisionMask & ClimbingCollisionGroup);
|
|
_physics.SetCollisionMask(uid, name, fixture, fixture.CollisionMask & ~ClimbingCollisionGroup, fixturesComp);
|
|
}
|
|
|
|
if (!_fixtureSystem.TryCreateFixture(
|
|
uid,
|
|
new PhysShapeCircle(0.35f),
|
|
ClimbingFixtureName,
|
|
collisionLayer: (int) CollisionGroup.None,
|
|
collisionMask: ClimbingCollisionGroup,
|
|
hard: false,
|
|
manager: fixturesComp))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnClimbEndCollide(EntityUid uid, ClimbingComponent component, ref EndCollideEvent args)
|
|
{
|
|
if (args.OurFixtureId != ClimbingFixtureName
|
|
|| !component.IsClimbing
|
|
|| component.NextTransition != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var contact in args.OurFixture.Contacts.Values)
|
|
{
|
|
if (!contact.IsTouching)
|
|
continue;
|
|
|
|
var otherEnt = contact.OtherEnt(uid);
|
|
var (otherFixtureId, otherFixture) = contact.OtherFixture(uid);
|
|
|
|
// TODO: Remove this on engine.
|
|
if (args.OtherEntity == otherEnt && args.OtherFixtureId == otherFixtureId)
|
|
continue;
|
|
|
|
if (otherFixture is { Hard: true } &&
|
|
_climbableQuery.HasComp(otherEnt))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// TODO: Is this even needed anymore?
|
|
foreach (var otherFixture in args.OurFixture.Contacts.Keys)
|
|
{
|
|
// If it's the other fixture then ignore em
|
|
if (otherFixture == args.OtherFixture)
|
|
continue;
|
|
|
|
// If still colliding with a climbable, do not stop climbing
|
|
if (HasComp<ClimbableComponent>(otherFixture.Owner))
|
|
return;
|
|
}
|
|
|
|
StopClimb(uid, component);
|
|
}
|
|
|
|
private void StopClimb(EntityUid uid, ClimbingComponent? climbing = null, FixturesComponent? fixtures = null)
|
|
{
|
|
if (!Resolve(uid, ref climbing, ref fixtures, false))
|
|
return;
|
|
|
|
foreach (var (name, fixtureMask) in climbing.DisabledFixtureMasks)
|
|
{
|
|
if (!fixtures.Fixtures.TryGetValue(name, out var fixture))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_physics.SetCollisionMask(uid, name, fixture, fixture.CollisionMask | fixtureMask, fixtures);
|
|
}
|
|
|
|
climbing.DisabledFixtureMasks.Clear();
|
|
_fixtureSystem.DestroyFixture(uid, ClimbingFixtureName, manager: fixtures);
|
|
climbing.IsClimbing = false;
|
|
climbing.NextTransition = null;
|
|
var ev = new EndClimbEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
Dirty(uid, climbing);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the user can vault the target
|
|
/// </summary>
|
|
/// <param name="component">The component of the entity that is being vaulted</param>
|
|
/// <param name="user">The entity that wants to vault</param>
|
|
/// <param name="target">The object that is being vaulted</param>
|
|
/// <param name="reason">The reason why it cant be dropped</param>
|
|
public bool CanVault(ClimbableComponent component, EntityUid user, EntityUid target, out string reason)
|
|
{
|
|
if (!component.Vaultable)
|
|
{
|
|
reason = string.Empty;
|
|
return false;
|
|
}
|
|
|
|
if (!_actionBlockerSystem.CanInteract(user, target))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-interact");
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<ClimbingComponent>(user, out var climbingComp)
|
|
|| !climbingComp.CanClimb)
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-climb");
|
|
return false;
|
|
}
|
|
|
|
if (!_interactionSystem.InRangeUnobstructed(user, target, component.Range))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-reach");
|
|
return false;
|
|
}
|
|
|
|
if (_containers.IsEntityInContainer(user))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-reach");
|
|
return false;
|
|
}
|
|
|
|
reason = string.Empty;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the user can vault the dragged entity onto the the target
|
|
/// </summary>
|
|
/// <param name="component">The climbable component of the object being vaulted onto</param>
|
|
/// <param name="user">The user that wants to vault the entity</param>
|
|
/// <param name="dragged">The entity that is being vaulted</param>
|
|
/// <param name="target">The object that is being vaulted onto</param>
|
|
/// <param name="reason">The reason why it cant be dropped</param>
|
|
/// <returns></returns>
|
|
public bool CanVault(ClimbableComponent component, EntityUid user, EntityUid dragged, EntityUid target,
|
|
out string reason)
|
|
{
|
|
if (!_actionBlockerSystem.CanInteract(user, dragged) || !_actionBlockerSystem.CanInteract(user, target))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-interact");
|
|
return false;
|
|
}
|
|
|
|
if (!HasComp<ClimbingComponent>(dragged))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-target-cant-climb", ("moved-user", Identity.Entity(dragged, EntityManager)));
|
|
return false;
|
|
}
|
|
|
|
bool Ignored(EntityUid entity) => entity == target || entity == user || entity == dragged;
|
|
|
|
if (!_interactionSystem.InRangeUnobstructed(user, target, component.Range, predicate: Ignored)
|
|
|| !_interactionSystem.InRangeUnobstructed(user, dragged, component.Range, predicate: Ignored))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-reach");
|
|
return false;
|
|
}
|
|
|
|
if (_containers.IsEntityInContainer(user) || _containers.IsEntityInContainer(dragged))
|
|
{
|
|
reason = Loc.GetString("comp-climbable-cant-reach");
|
|
return false;
|
|
}
|
|
|
|
reason = string.Empty;
|
|
return true;
|
|
}
|
|
|
|
public void ForciblySetClimbing(EntityUid uid, EntityUid climbable, ClimbingComponent? component = null)
|
|
{
|
|
Climb(uid, uid, climbable, true, component);
|
|
}
|
|
|
|
private void OnBuckled(EntityUid uid, ClimbingComponent component, ref BuckledEvent args)
|
|
{
|
|
StopOrCancelClimb(uid, component);
|
|
}
|
|
|
|
private void OnStored(EntityUid uid, ClimbingComponent component, ref EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
StopOrCancelClimb(uid, component);
|
|
}
|
|
|
|
private void StopOrCancelClimb(EntityUid uid, ClimbingComponent component)
|
|
{
|
|
if (component.IsClimbing)
|
|
{
|
|
StopClimb(uid, component);
|
|
return;
|
|
}
|
|
|
|
if (component.DoAfter != null)
|
|
{
|
|
_doAfterSystem.Cancel(component.DoAfter);
|
|
component.DoAfter = null;
|
|
}
|
|
}
|
|
|
|
private void OnGlassClimbed(EntityUid uid, GlassTableComponent component, ref ClimbedOnEvent args)
|
|
{
|
|
if (TryComp<PhysicsComponent>(args.Climber, out var physics) && physics.Mass <= component.MassLimit)
|
|
return;
|
|
|
|
_damageableSystem.TryChangeDamage(args.Climber, component.ClimberDamage, origin: args.Climber);
|
|
_damageableSystem.TryChangeDamage(uid, component.TableDamage, origin: args.Climber);
|
|
_stunSystem.TryUpdateParalyzeDuration(args.Climber, TimeSpan.FromSeconds(component.StunTime));
|
|
|
|
// Not shown to the user, since they already get a 'you climb on the glass table' popup
|
|
_popupSystem.PopupEntity(
|
|
Loc.GetString("glass-table-shattered-others", ("table", uid), ("climber", Identity.Entity(args.Climber, EntityManager))), args.Climber,
|
|
Filter.PvsExcept(args.Climber), true);
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
private sealed partial class ClimbDoAfterEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|
|
}
|