* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
273 lines
10 KiB
C#
273 lines
10 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Body;
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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;
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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.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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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;
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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, IDragDropOn
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{
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/// <summary>
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/// The range from which this entity can be climbed.
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/// </summary>
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[ViewVariables]
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private float _range;
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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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private float _climbDelay;
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private DoAfterSystem _doAfterSystem;
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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 CollidableComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(CollidableComponent)}");
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}
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _range, "range", SharedInteractionSystem.InteractionRange / 1.4f);
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serializer.DataField(ref _climbDelay, "delay", 0.8f);
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}
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bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
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{
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string reason;
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bool canVault;
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if (eventArgs.User == eventArgs.Dropped)
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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.Dropped, 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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bool IDragDropOn.DragDropOn(DragDropEventArgs eventArgs)
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{
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if (eventArgs.User == eventArgs.Dropped)
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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.Dropped);
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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 _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out ICollidableComponent 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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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 _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out ICollidableComponent 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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