Files
tbd-station-14/Content.Shared/GameObjects/Components/Movement/SharedClimbingComponent.cs
nuke f4909cdb98 Climbing system (#1750)
* Initial commit

* Climbing uses its own controller now

* Missed a check

* Get rid of hands check

* Cleanup

* Get rid of speciescomponent stuff

* Remove unneeded check, add separate case for moving other players.

* Add DoAfter

* IClientDraggable added to ClimbingComponent

* Added some basic integration tests. Renamed ClimbMode to Climbing.

* oops

* Minor fixes

* ffff

* Table fix

* Revamped system so its more predicted, uses proper  logic for de-climbing. Get hype!!!

* Flag check fix

* Distance check and reset numticksblocked

* get rid
2020-08-20 00:13:22 +02:00

67 lines
1.9 KiB
C#

using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using System;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
{
public sealed override string Name => "Climbing";
public sealed override uint? NetID => ContentNetIDs.CLIMBING;
protected ICollidableComponent Body;
protected bool IsOnClimbableThisFrame = false;
protected bool OwnerIsTransitioning
{
get
{
if (Body.TryGetController<ClimbController>(out var controller))
{
return controller.IsActive;
}
return false;
}
}
public abstract bool IsClimbing { get; set; }
bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
bool IActionBlocker.CanChangeDirection() => !OwnerIsTransitioning;
bool ICollideSpecial.PreventCollide(IPhysBody collided)
{
if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
{
IsOnClimbableThisFrame = true;
return IsClimbing;
}
return false;
}
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out Body);
}
[Serializable, NetSerializable]
protected sealed class ClimbModeComponentState : ComponentState
{
public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
{
Climbing = climbing;
}
public bool Climbing { get; }
}
}
}