Files
wwdpublic/Content.Server/Climbing/ClimbSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

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* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

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* Revert "Use full file path for temp replays (#19002)" (#20545)

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* Automatic changelog update

* Make arcades hackable again (#20555)

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* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

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* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

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* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

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* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

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* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

477 lines
18 KiB
C#

using System.Numerics;
using Content.Server.Body.Systems;
using Content.Server.Climbing.Components;
using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Buckle.Components;
using Content.Shared.Climbing;
using Content.Shared.Climbing.Events;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
namespace Content.Server.Climbing;
[UsedImplicitly]
public sealed class ClimbSystem : SharedClimbSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly InteractionSystem _interactionSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
private const string ClimbingFixtureName = "climb";
private const int ClimbingCollisionGroup = (int) (CollisionGroup.TableLayer | CollisionGroup.LowImpassable);
private readonly Dictionary<EntityUid, Dictionary<string, Fixture>> _fixtureRemoveQueue = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<ClimbableComponent, GetVerbsEvent<AlternativeVerb>>(AddClimbableVerb);
SubscribeLocalEvent<ClimbableComponent, DragDropTargetEvent>(OnClimbableDragDrop);
SubscribeLocalEvent<ClimbingComponent, ClimbDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<ClimbingComponent, EndCollideEvent>(OnClimbEndCollide);
SubscribeLocalEvent<ClimbingComponent, BuckleChangeEvent>(OnBuckleChange);
SubscribeLocalEvent<GlassTableComponent, ClimbedOnEvent>(OnGlassClimbed);
}
protected override void OnCanDragDropOn(EntityUid uid, ClimbableComponent component, ref CanDropTargetEvent args)
{
base.OnCanDragDropOn(uid, component, ref args);
if (!args.CanDrop)
return;
string reason;
var canVault = args.User == args.Dragged
? CanVault(component, args.User, uid, out reason)
: CanVault(component, args.User, args.Dragged, uid, out reason);
if (!canVault)
_popupSystem.PopupEntity(reason, args.User, args.User);
args.CanDrop = canVault;
args.Handled = true;
}
private void AddClimbableVerb(EntityUid uid, ClimbableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !_actionBlockerSystem.CanMove(args.User))
return;
if (!TryComp(args.User, out ClimbingComponent? climbingComponent) || climbingComponent.IsClimbing)
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)
{
// definitely a better way to check if two entities are equal
// but don't have computer access and i have to do this without syntax
if (args.Handled || args.User != args.Dragged && !HasComp<HandsComponent>(args.User))
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))
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 args = new DoAfterArgs(EntityManager, user, comp.ClimbDelay, new ClimbDoAfterEvent(), entityToMove, target: climbable, used: entityToMove)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true
};
_audio.PlayPvs(comp.StartClimbSound, climbable);
_doAfterSystem.TryStartDoAfter(args, out id);
return true;
}
private void OnDoAfter(EntityUid uid, ClimbingComponent component, ClimbDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
return;
Climb(uid, args.Args.User, args.Args.Used.Value, args.Args.Target.Value, climbing: component);
args.Handled = true;
}
private void Climb(EntityUid uid, EntityUid user, EntityUid instigator, 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))
return;
if (!ReplaceFixtures(climbing, fixtures))
return;
climbing.IsClimbing = true;
Dirty(climbing);
_audio.PlayPvs(comp.FinishClimbSound, climbable);
MoveEntityToward(uid, climbable, physics, climbing);
// we may potentially need additional logic since we're forcing a player onto a climbable
// 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
RaiseLocalEvent(uid, new StartClimbEvent(climbable), false);
RaiseLocalEvent(climbable, new ClimbedOnEvent(uid, user), false);
if (silent)
return;
if (user == uid)
{
var othersMessage = Loc.GetString("comp-climbable-user-climbs-other", ("user", Identity.Entity(uid, EntityManager)),
("climbable", climbable));
uid.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("comp-climbable-user-climbs", ("climbable", climbable));
uid.PopupMessage(selfMessage);
}
else
{
var othersMessage = Loc.GetString("comp-climbable-user-climbs-force-other", ("user", Identity.Entity(user, EntityManager)),
("moved-user", Identity.Entity(uid, EntityManager)), ("climbable", climbable));
user.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("comp-climbable-user-climbs-force", ("moved-user", Identity.Entity(uid, EntityManager)),
("climbable", climbable));
user.PopupMessage(selfMessage);
}
}
/// <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(ClimbingComponent climbingComp, FixturesComponent fixturesComp)
{
var uid = climbingComp.Owner;
// 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.OwnerIsTransitioning)
return;
foreach (var fixture in args.OurFixture.Contacts.Keys)
{
if (fixture == args.OtherFixture)
continue;
// If still colliding with a climbable, do not stop climbing
if (HasComp<ClimbableComponent>(args.OtherEntity))
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();
if (!_fixtureRemoveQueue.TryGetValue(uid, out var removeQueue))
{
removeQueue = new Dictionary<string, Fixture>();
_fixtureRemoveQueue.Add(uid, removeQueue);
}
if (fixtures.Fixtures.TryGetValue(ClimbingFixtureName, out var climbingFixture))
removeQueue.Add(ClimbingFixtureName, climbingFixture);
climbing.IsClimbing = false;
climbing.OwnerIsTransitioning = false;
var ev = new EndClimbEvent();
RaiseLocalEvent(uid, ref ev);
Dirty(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>
/// <returns></returns>
public bool CanVault(ClimbableComponent component, EntityUid user, EntityUid target, out string reason)
{
if (!_actionBlockerSystem.CanInteract(user, target))
{
reason = Loc.GetString("comp-climbable-cant-interact");
return false;
}
if (!HasComp<ClimbingComponent>(user)
|| !TryComp(user, out BodyComponent? body)
|| !_bodySystem.BodyHasPartType(user, BodyPartType.Leg, body)
|| !_bodySystem.BodyHasPartType(user, BodyPartType.Foot, body))
{
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;
}
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-cant-climb");
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;
}
reason = string.Empty;
return true;
}
public void ForciblySetClimbing(EntityUid uid, EntityUid climbable, ClimbingComponent? component = null)
{
Climb(uid, uid, uid, climbable, true, component);
}
private void OnBuckleChange(EntityUid uid, ClimbingComponent component, ref BuckleChangeEvent args)
{
if (!args.Buckling)
return;
StopClimb(uid, component);
}
private void OnGlassClimbed(EntityUid uid, GlassTableComponent component, 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.TryParalyze(args.Climber, TimeSpan.FromSeconds(component.StunTime), true);
// 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);
}
/// <summary>
/// Moves the entity toward the target climbed entity
/// </summary>
public void MoveEntityToward(EntityUid uid, EntityUid target, PhysicsComponent? physics = null, ClimbingComponent? climbing = null)
{
if (!Resolve(uid, ref physics, ref climbing, false))
return;
var from = Transform(uid).WorldPosition;
var to = Transform(target).WorldPosition;
var (x, y) = (to - from).Normalized();
if (MathF.Abs(x) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
to = new Vector2(from.X, to.Y);
else if (MathF.Abs(y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
to = new Vector2(to.X, from.Y);
var velocity = (to - from).Length();
if (velocity <= 0.0f)
return;
// Since there are bodies with different masses:
// mass * 10 seems enough to move entity
// instead of launching cats like rockets against the walls with constant impulse value.
_physics.ApplyLinearImpulse(uid, (to - from).Normalized() * velocity * physics.Mass * 10, body: physics);
_physics.SetBodyType(uid, BodyType.Dynamic, body: physics);
climbing.OwnerIsTransitioning = true;
_actionBlockerSystem.UpdateCanMove(uid);
// Transition back to KinematicController after BufferTime
climbing.Owner.SpawnTimer((int) (ClimbingComponent.BufferTime * 1000), () =>
{
if (climbing.Deleted)
return;
_physics.SetBodyType(uid, BodyType.KinematicController);
climbing.OwnerIsTransitioning = false;
_actionBlockerSystem.UpdateCanMove(uid);
});
}
public override void Update(float frameTime)
{
foreach (var (uid, fixtures) in _fixtureRemoveQueue)
{
if (!TryComp<PhysicsComponent>(uid, out var physicsComp)
|| !TryComp<FixturesComponent>(uid, out var fixturesComp))
{
continue;
}
foreach (var fixture in fixtures)
{
_fixtureSystem.DestroyFixture(uid, fixture.Key, fixture.Value, body: physicsComp, manager: fixturesComp);
}
}
_fixtureRemoveQueue.Clear();
}
private void Reset(RoundRestartCleanupEvent ev)
{
_fixtureRemoveQueue.Clear();
}
}
/// <summary>
/// Raised on an entity when it is climbed on.
/// </summary>
public sealed class ClimbedOnEvent : EntityEventArgs
{
public EntityUid Climber;
public EntityUid Instigator;
public ClimbedOnEvent(EntityUid climber, EntityUid instigator)
{
Climber = climber;
Instigator = instigator;
}
}
/// <summary>
/// Raised on an entity when it successfully climbs on something.
/// </summary>
public sealed class StartClimbEvent : EntityEventArgs
{
public EntityUid Climbable;
public StartClimbEvent(EntityUid climbable)
{
Climbable = climbable;
}
}