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* 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 --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * 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) * Automatic changelog update * 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 * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * 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 * Automatic changelog update * 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) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
217 lines
8.4 KiB
C#
217 lines
8.4 KiB
C#
using Content.Server.Access;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Database;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Prying.Components;
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using Content.Shared.Prying.Systems;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, BeforePryEvent>(OnBeforeDoorPry);
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SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
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SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
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}
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protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
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{
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// TODO once access permissions are shared, move this back to shared.
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if (args.Handled || !door.ClickOpen)
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return;
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if (!TryToggleDoor(uid, door, args.User))
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_pryingSystem.TryPry(uid, args.User, out _);
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args.Handled = true;
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}
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protected override void SetCollidable(
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EntityUid uid,
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bool collidable,
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DoorComponent? door = null,
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PhysicsComponent? physics = null,
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OccluderComponent? occluder = null)
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{
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if (!Resolve(uid, ref door))
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return;
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if (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
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_airtightSystem.SetAirblocked(uid, airtight, collidable);
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// Pathfinding / AI stuff.
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RaiseLocalEvent(new AccessReaderChangeEvent(uid, collidable));
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base.SetCollidable(uid, collidable, door, physics, occluder);
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}
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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//
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
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//
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// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
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// an open door), then the audio would only be played for the client performing the interaction.
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//
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// So we do this:
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// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
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// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
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// - Major exception is player interactions, which other players cannot predict
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// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
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// interaction.
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/// <summary>
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/// Selectively send sound to clients, taking care to not send the double-audio.
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/// </summary>
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/// <param name="uid">The audio source</param>
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/// <param name="soundSpecifier">The sound</param>
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/// <param name="audioParams">The audio parameters.</param>
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/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
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/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
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/// this assumes it would have been predicted by all players in PVS range.</param>
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protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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{
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// If this sound would have been predicted by all clients, do not play any audio.
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if (predicted && predictingPlayer == null)
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return;
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if (predicted)
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Audio.PlayPredicted(soundSpecifier, uid, predictingPlayer, audioParams);
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else
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Audio.PlayPvs(soundSpecifier, uid, audioParams);
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}
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#region DoAfters
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private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
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{
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if (component.CurrentlyCrushing.Count > 0)
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{
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args.Cancel();
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return;
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}
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if (component.State != DoorState.Closed && component.State != DoorState.Welded)
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{
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args.Cancel();
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}
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}
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private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
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{
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if (component.State == DoorState.Closed)
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SetState(uid, DoorState.Welded, component);
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else if (component.State == DoorState.Welded)
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SetState(uid, DoorState.Closed, component);
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}
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private void OnBeforeDoorPry(EntityUid id, DoorComponent door, ref BeforePryEvent args)
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{
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if (door.State == DoorState.Welded || !door.CanPry)
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args.Cancelled = true;
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}
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#endregion
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/// <summary>
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/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
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/// generate "access denied" sounds as you fire at a door.
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/// </summary>
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protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
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{
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// TODO ACCESS READER move access reader to shared and predict door opening/closing
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// Then this can be moved to the shared system without mispredicting.
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if (!door.BumpOpen)
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return;
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if (door.State != DoorState.Closed)
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return;
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var otherUid = args.OtherEntity;
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if (Tags.HasTag(otherUid, "DoorBumpOpener"))
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TryOpen(uid, door, otherUid);
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
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{
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if (TryComp<AirlockComponent>(uid, out var airlockComponent))
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{
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if (_bolts.IsBolted(uid) || !this.IsPowered(uid, EntityManager))
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return;
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if (door.State == DoorState.Closed)
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{
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SetState(uid, DoorState.Emagging, door);
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PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
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args.Handled = true;
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}
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}
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}
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public override void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return;
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var lastState = door.State;
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SetState(uid, DoorState.Opening, door);
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if (door.OpenSound != null)
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PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
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if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
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_bolts.SetBoltsWithAudio(uid, doorBoltComponent, !doorBoltComponent.BoltsDown);
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}
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/// <summary>
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/// Open or close a door after it has been successfuly pried.
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/// </summary>
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private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
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{
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if (door.State == DoorState.Closed)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
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StartOpening(uid, door, args.User);
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}
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else if (door.State == DoorState.Open)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
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StartClosing(uid, door, args.User);
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}
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}
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protected override void CheckDoorBump(DoorComponent component, PhysicsComponent body)
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{
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var uid = body.Owner;
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if (component.BumpOpen)
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{
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foreach (var other in PhysicsSystem.GetContactingEntities(uid, body, approximate: true))
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{
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if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, component, other, false, quiet: true))
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break;
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}
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}
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}
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}
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