* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
256 lines
9.8 KiB
C#
256 lines
9.8 KiB
C#
using System;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IClimbable))]
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public class ClimbableComponent : SharedClimbableComponent
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{
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/// <summary>
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/// The time it takes to climb onto the entity.
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/// </summary>
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[ViewVariables]
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[DataField("delay")]
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private float _climbDelay = 0.8f;
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public override void Initialize()
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{
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base.Initialize();
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if (!Owner.EnsureComponent(out PhysicsComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
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}
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}
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public override bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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if (!base.CanDragDropOn(eventArgs))
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return false;
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string reason;
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bool canVault;
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if (eventArgs.User == eventArgs.Dragged)
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canVault = CanVault(eventArgs.User, eventArgs.Target, out reason);
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else
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canVault = CanVault(eventArgs.User, eventArgs.Dragged, eventArgs.Target, out reason);
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if (!canVault)
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eventArgs.User.PopupMessage(reason);
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return canVault;
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}
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/// <summary>
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/// Checks if the user can vault the target
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/// </summary>
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/// <param name="user">The entity that wants to vault</param>
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/// <param name="target">The object that is being vaulted</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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private bool CanVault(IEntity user, IEntity target, out string reason)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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if (!user.HasComponent<ClimbingComponent>() ||
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!user.TryGetComponent(out IBody body))
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{
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reason = Loc.GetString("You are incapable of climbing!");
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return false;
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}
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if (body.GetPartsOfType(BodyPartType.Leg).Count == 0 ||
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body.GetPartsOfType(BodyPartType.Foot).Count == 0)
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{
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reason = Loc.GetString("You are unable to climb!");
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return false;
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}
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if (!user.InRangeUnobstructed(target, Range))
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{
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reason = Loc.GetString("You can't reach there!");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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/// <summary>
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/// Checks if the user can vault the dragged entity onto the the target
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/// </summary>
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/// <param name="user">The user that wants to vault the entity</param>
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/// <param name="dragged">The entity that is being vaulted</param>
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/// <param name="target">The object that is being vaulted onto</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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private bool CanVault(IEntity user, IEntity dragged, IEntity target, out string reason)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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if (target == null || !dragged.HasComponent<ClimbingComponent>())
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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bool Ignored(IEntity entity) => entity == target || entity == user || entity == dragged;
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if (!user.InRangeUnobstructed(target, Range, predicate: Ignored) ||
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!user.InRangeUnobstructed(dragged, Range, predicate: Ignored))
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{
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reason = Loc.GetString("You can't reach there!");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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public override bool DragDropOn(DragDropEventArgs eventArgs)
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{
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if (eventArgs.User == eventArgs.Dragged)
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{
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TryClimb(eventArgs.User);
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}
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else
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{
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TryMoveEntity(eventArgs.User, eventArgs.Dragged);
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}
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return true;
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}
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private async void TryMoveEntity(IEntity user, IEntity entityToMove)
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{
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var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, entityToMove)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = entityToMove.GetComponent<ClimbingComponent>();
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climbMode.IsClimbing = true;
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint);
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// we may potentially need additional logic since we're forcing a player onto a climbable
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// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
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var othersMessage = Loc.GetString("{0:theName} forces {1:theName} onto {2:theName}!", user,
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entityToMove, Owner);
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user.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You force {0:theName} onto {1:theName}!", entityToMove, Owner);
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user.PopupMessage(selfMessage);
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}
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}
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private async void TryClimb(IEntity user)
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{
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if (!user.TryGetComponent(out ClimbingComponent climbingComponent) || climbingComponent.IsClimbing)
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return;
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var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, Owner)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = user.GetComponent<ClimbingComponent>();
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climbMode.IsClimbing = true;
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(user.Transform.WorldPosition.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint);
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var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
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user.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You jump onto {0:theName}!", Owner);
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user.PopupMessage(selfMessage);
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}
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}
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/// <summary>
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/// Allows you to vault an object with the ClimbableComponent through right click
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/// </summary>
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[Verb]
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private sealed class ClimbVerb : Verb<ClimbableComponent>
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{
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protected override void GetData(IEntity user, ClimbableComponent component, VerbData data)
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{
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if (!component.CanVault(user, component.Owner, out var _))
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{
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data.Visibility = VerbVisibility.Invisible;
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}
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data.Text = Loc.GetString("Vault");
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}
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protected override void Activate(IEntity user, ClimbableComponent component)
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{
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component.TryClimb(user);
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}
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}
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}
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}
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