fish-station/Content.Shared/Climbing/Systems/ClimbSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
# 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
2025-08-10 01:49:23 +03:00

586 lines
21 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Climbing.Components;
using Content.Shared.Climbing.Events;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Movement.Events;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Verbs;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Climbing.Systems;
public sealed partial class ClimbSystem : VirtualController
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
private const string ClimbingFixtureName = "climb";
private const int ClimbingCollisionGroup = (int) (CollisionGroup.TableLayer | CollisionGroup.LowImpassable);
private EntityQuery<ClimbableComponent> _climbableQuery;
private EntityQuery<FixturesComponent> _fixturesQuery;
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize()
{
base.Initialize();
_climbableQuery = GetEntityQuery<ClimbableComponent>();
_fixturesQuery = GetEntityQuery<FixturesComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<ClimbingComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<ClimbingComponent, EntParentChangedMessage>(OnParentChange);
SubscribeLocalEvent<ClimbingComponent, ClimbDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<ClimbingComponent, EndCollideEvent>(OnClimbEndCollide);
SubscribeLocalEvent<ClimbingComponent, BuckledEvent>(OnBuckled);
SubscribeLocalEvent<ClimbingComponent, EntGotInsertedIntoContainerMessage>(OnStored);
SubscribeLocalEvent<ClimbableComponent, CanDropTargetEvent>(OnCanDragDropOn);
SubscribeLocalEvent<ClimbableComponent, GetVerbsEvent<AlternativeVerb>>(AddClimbableVerb);
SubscribeLocalEvent<ClimbableComponent, DragDropTargetEvent>(OnClimbableDragDrop);
SubscribeLocalEvent<GlassTableComponent, ClimbedOnEvent>(OnGlassClimbed);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var query = EntityQueryEnumerator<ClimbingComponent>();
var curTime = _timing.CurTime;
// Move anything still climb in the specified direction.
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextTransition == null)
continue;
if (comp.NextTransition < curTime)
{
FinishTransition(uid, comp);
continue;
}
var xform = _xformQuery.GetComponent(uid);
_xformSystem.SetLocalPosition(uid, xform.LocalPosition + comp.Direction * frameTime, xform);
}
}
private void FinishTransition(EntityUid uid, ClimbingComponent comp)
{
// TODO: Validate climb here
comp.NextTransition = null;
_actionBlockerSystem.UpdateCanMove(uid);
Dirty(uid, comp);
// Stop if necessary.
if (!_fixturesQuery.TryGetComponent(uid, out var fixtures) ||
!IsClimbing(uid, fixtures))
{
StopClimb(uid, comp);
return;
}
}
/// <summary>
/// Returns true if entity currently has a valid vault.
/// </summary>
public bool IsClimbing(EntityUid uid, FixturesComponent? fixturesComp = null) // Sunrise-Edit
{
if (!_fixturesQuery.Resolve(uid, ref fixturesComp) || !fixturesComp.Fixtures.TryGetValue(ClimbingFixtureName, out var climbFixture))
return false;
foreach (var contact in climbFixture.Contacts.Values)
{
var other = uid == contact.EntityA ? contact.EntityB : contact.EntityA;
if (HasComp<ClimbableComponent>(other))
{
return true;
}
}
return false;
}
private void OnMoveAttempt(EntityUid uid, ClimbingComponent component, UpdateCanMoveEvent args)
{
// Can't move when transition.
if (component.NextTransition != null)
args.Cancel();
}
private void OnParentChange(EntityUid uid, ClimbingComponent component, ref EntParentChangedMessage args)
{
if (component.NextTransition != null)
{
FinishTransition(uid, component);
}
}
private void OnCanDragDropOn(EntityUid uid, ClimbableComponent component, ref CanDropTargetEvent args)
{
if (args.Handled || !component.Vaultable)
return;
// If already climbing then don't show outlines.
if (TryComp(args.Dragged, out ClimbingComponent? climbing) && climbing.IsClimbing)
return;
var canVault = args.User == args.Dragged
? CanVault(component, args.User, uid, out _)
: CanVault(component, args.User, args.Dragged, uid, out _);
args.CanDrop = canVault;
if (!HasComp<HandsComponent>(args.User))
args.CanDrop = false;
args.Handled = true;
}
private void AddClimbableVerb(EntityUid uid, ClimbableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !_actionBlockerSystem.CanMove(args.User) || !component.Vaultable)
return;
if (!TryComp(args.User, out ClimbingComponent? climbingComponent) || climbingComponent.IsClimbing || !climbingComponent.CanClimb)
return;
// TODO VERBS ICON add a climbing icon?
args.Verbs.Add(new AlternativeVerb
{
Act = () => TryClimb(args.User, args.User, args.Target, out _, component),
Text = Loc.GetString("comp-climbable-verb-climb")
});
}
private void OnClimbableDragDrop(EntityUid uid, ClimbableComponent component, ref DragDropTargetEvent args)
{
if (args.Handled)
return;
TryClimb(args.User, args.Dragged, uid, out _, component);
}
public bool TryClimb(
EntityUid user,
EntityUid entityToMove,
EntityUid climbable,
out DoAfterId? id,
ClimbableComponent? comp = null,
ClimbingComponent? climbing = null)
{
id = null;
if (!Resolve(climbable, ref comp) || !Resolve(entityToMove, ref climbing, false))
return false;
var canVault = user == entityToMove
? CanVault(comp, user, climbable, out var reason)
: CanVault(comp, user, entityToMove, climbable, out reason);
if (!canVault)
{
_popupSystem.PopupClient(reason, user, user);
return false;
}
// Note, IsClimbing does not mean a DoAfter is active, it means the target has already finished a DoAfter and
// is currently on top of something..
if (climbing.IsClimbing)
return true;
var ev = new AttemptClimbEvent(user, entityToMove, climbable);
RaiseLocalEvent(climbable, ref ev);
if (ev.Cancelled)
return false;
var args = new DoAfterArgs(EntityManager, user, comp.ClimbDelay, new ClimbDoAfterEvent(),
entityToMove,
target: climbable,
used: entityToMove)
{
BreakOnMove = true,
BreakOnDamage = true,
DuplicateCondition = DuplicateConditions.SameTool | DuplicateConditions.SameTarget
};
_audio.PlayPredicted(comp.StartClimbSound, climbable, user);
var success = _doAfterSystem.TryStartDoAfter(args, out id);
if (success)
climbing.DoAfter = id;
return success;
}
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;
return;
}
Climb(uid, args.Args.User, args.Args.Target.Value, climbing: component);
args.Handled = true;
}
public void Climb(EntityUid uid, EntityUid user, EntityUid climbable, bool silent = false, ClimbingComponent? climbing = null,
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;
var selfEvent = new SelfBeforeClimbEvent(uid, user, (climbable, comp));
RaiseLocalEvent(uid, selfEvent);
if (selfEvent.Cancelled)
return;
var targetEvent = new TargetBeforeClimbEvent(uid, user, (climbable, comp));
RaiseLocalEvent(climbable, targetEvent);
if (targetEvent.Cancelled)
return;
if (!ReplaceFixtures(uid, climbing, fixtures))
return;
var xform = _xformQuery.GetComponent(uid);
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
var worldDirection = _xformSystem.GetWorldPosition(climbable) - worldPos;
var distance = worldDirection.Length();
var parentRot = worldRot - xform.LocalRotation;
// Need direction relative to climber's parent.
var localDirection = (-parentRot).RotateVec(worldDirection);
// On top of it already so just do it in place.
if (localDirection.LengthSquared() < 0.01f)
{
climbing.NextTransition = null;
}
// VirtualController over to the thing.
else
{
var climbDuration = TimeSpan.FromSeconds(distance / climbing.TransitionRate);
climbing.NextTransition = _timing.CurTime + climbDuration;
climbing.Direction = localDirection.Normalized() * climbing.TransitionRate;
_actionBlockerSystem.UpdateCanMove(uid);
}
climbing.IsClimbing = true;
Dirty(uid, climbing);
_audio.PlayPredicted(comp.FinishClimbSound, climbable, user);
var startEv = new StartClimbEvent(climbable);
var climbedEv = new ClimbedOnEvent(uid, user);
RaiseLocalEvent(uid, ref startEv);
RaiseLocalEvent(climbable, ref climbedEv);
if (silent)
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
{
}
}