mirror of
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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>
671 lines
24 KiB
C#
671 lines
24 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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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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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Content.Shared.Prying.Components;
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namespace Content.Shared.Doors.Systems;
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public abstract partial class SharedDoorSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] protected readonly SharedPhysicsSystem PhysicsSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] protected readonly TagSystem Tags = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
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[Dependency] private readonly OccluderSystem _occluder = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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/// <summary>
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/// A body must have an intersection percentage larger than this in order to be considered as colliding with a
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/// door. Used for safety close-blocking and crushing.
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/// </summary>
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/// <remarks>
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/// The intersection percentage relies on WORLD AABBs. So if this is too small, and the grid is rotated 45
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/// degrees, then an entity outside of the airlock may be crushed.
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/// </remarks>
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public const float IntersectPercentage = 0.2f;
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/// <summary>
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/// A set of doors that are currently opening, closing, or just queued to open/close after some delay.
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/// </summary>
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private readonly HashSet<DoorComponent> _activeDoors = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<DoorComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<DoorComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DoorComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<DoorComponent, GetPryTimeModifierEvent>(OnPryTimeModifier);
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}
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protected virtual void OnComponentInit(EntityUid uid, DoorComponent door, ComponentInit args)
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{
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if (door.NextStateChange != null)
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_activeDoors.Add(door);
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else
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{
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// Make sure doors are not perpetually stuck opening or closing.
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if (door.State == DoorState.Opening)
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{
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// force to open.
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door.State = DoorState.Open;
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door.Partial = false;
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}
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if (door.State == DoorState.Closing)
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{
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// force to closed.
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door.State = DoorState.Closed;
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door.Partial = false;
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}
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}
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// should this door have collision and the like enabled?
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var collidable = door.State == DoorState.Closed
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|| door.State == DoorState.Closing && door.Partial
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|| door.State == DoorState.Opening && !door.Partial;
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SetCollidable(uid, collidable, door);
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AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
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}
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private void OnRemove(EntityUid uid, DoorComponent door, ComponentRemove args)
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{
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_activeDoors.Remove(door);
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}
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#region StateManagement
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private void OnHandleState(EntityUid uid, DoorComponent door, ref AfterAutoHandleStateEvent args)
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{
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if (door.NextStateChange == null)
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_activeDoors.Remove(door);
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else
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_activeDoors.Add(door);
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RaiseLocalEvent(uid, new DoorStateChangedEvent(door.State));
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AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
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}
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protected void SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref door))
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return;
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// If no change, return to avoid firing a new DoorStateChangedEvent.
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if (state == door.State)
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return;
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switch (state)
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{
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case DoorState.Opening:
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_activeDoors.Add(door);
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door.NextStateChange = GameTiming.CurTime + door.OpenTimeOne;
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break;
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case DoorState.Closing:
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_activeDoors.Add(door);
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeOne;
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break;
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case DoorState.Denying:
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_activeDoors.Add(door);
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door.NextStateChange = GameTiming.CurTime + door.DenyDuration;
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break;
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case DoorState.Emagging:
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_activeDoors.Add(door);
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door.NextStateChange = GameTiming.CurTime + door.EmagDuration;
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break;
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case DoorState.Open:
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door.Partial = false;
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if (door.NextStateChange == null)
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_activeDoors.Remove(door);
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break;
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case DoorState.Closed:
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// May want to keep the door around to re-check for opening if we got a contact during closing.
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door.Partial = false;
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break;
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}
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door.State = state;
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Dirty(door);
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RaiseLocalEvent(uid, new DoorStateChangedEvent(state), false);
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AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
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}
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#endregion
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#region Interactions
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protected virtual void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
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{
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// avoid client-mispredicts, as the server will definitely handle this event
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args.Handled = true;
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}
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private void OnPryTimeModifier(EntityUid uid, DoorComponent door, ref GetPryTimeModifierEvent args)
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{
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args.BaseTime = door.PryTime;
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}
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/// <summary>
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/// Update the door state/visuals and play an access denied sound when a user without access interacts with the
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/// door.
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/// </summary>
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public void Deny(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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if (door.State != DoorState.Closed)
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return;
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// might not be able to deny without power or some other blocker.
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var ev = new BeforeDoorDeniedEvent();
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RaiseLocalEvent(uid, ev, false);
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if (ev.Cancelled)
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return;
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SetState(uid, DoorState.Denying, door);
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if (door.DenySound != null)
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PlaySound(uid, door.DenySound, AudioParams.Default.WithVolume(-3), user, predicted);
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}
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public bool TryToggleDoor(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 false;
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if (door.State == DoorState.Closed)
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{
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return TryOpen(uid, door, user, predicted);
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}
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else if (door.State == DoorState.Open)
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{
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return TryClose(uid, door, user, predicted);
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}
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return false;
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}
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#endregion
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#region Opening
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public bool TryOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false, bool quiet = false)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (!CanOpen(uid, door, user, quiet))
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return false;
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StartOpening(uid, door, user, predicted);
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return true;
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}
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public bool CanOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (door.State == DoorState.Welded)
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return false;
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var ev = new BeforeDoorOpenedEvent() { User = user };
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RaiseLocalEvent(uid, ev, false);
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user, door))
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{
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if (!quiet)
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Deny(uid, door);
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return false;
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}
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return true;
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}
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/// <summary>
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/// Immediately start opening a door
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/// </summary>
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/// <param name="uid"> The uid of the door</param>
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/// <param name="door"> The doorcomponent of the door</param>
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/// <param name="user"> The user (if any) opening the door</param>
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/// <param name="predicted">Whether the interaction would have been
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/// predicted. See comments in the PlaySound method on the Server system for details</param>
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public virtual 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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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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// I'm not sure what the intent here is/was? It plays a sound if the user is opening a door with a hands
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// component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
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// I'm 99% sure something is wrong here, but I kind of want to keep it this way.
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if (user != null && TryComp(user.Value, out HandsComponent? hands) && hands.Hands.Count == 0)
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PlaySound(uid, door.TryOpenDoorSound, AudioParams.Default.WithVolume(-2), user, predicted);
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}
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/// <summary>
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/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
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/// </summary>
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public void OnPartialOpen(EntityUid uid, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref door))
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return;
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SetCollidable(uid, false, door);
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door.Partial = true;
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
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_activeDoors.Add(door);
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Dirty(door);
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}
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#endregion
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#region Closing
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public bool TryClose(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 false;
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if (!CanClose(uid, door, user, false))
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return false;
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StartClosing(uid, door, user, predicted);
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return true;
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}
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/// <summary>
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/// Immediately start closing a door
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/// </summary>
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/// <param name="uid"> The uid of the door</param>
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/// <param name="door"> The doorcomponent of the door</param>
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/// <param name="user"> The user (if any) opening the door</param>
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/// <param name="predicted">Whether the interaction would have been
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/// predicted. See comments in the PlaySound method on the Server system for details</param>
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public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
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{
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if (!Resolve(uid, ref door))
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return false;
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// since both closing/closed and welded are door states, we need to prevent 'closing'
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// a welded door or else there will be weird state bugs
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if (door.State is DoorState.Welded or DoorState.Closed)
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return false;
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var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck);
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RaiseLocalEvent(uid, ev, false);
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user, door))
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return false;
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return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
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}
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public virtual void StartClosing(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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SetState(uid, DoorState.Closing, door);
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if (door.CloseSound != null)
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PlaySound(uid, door.CloseSound, AudioParams.Default.WithVolume(-5), user, predicted);
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}
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/// <summary>
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/// Called when the door is partially closed. This is when the door becomes "solid". If this process fails (e.g., a
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/// mob entered the door as it was closing), then this returns false. Otherwise, returns true;
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/// </summary>
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public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
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{
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if (!Resolve(uid, ref door, ref physics))
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return false;
|
|
|
|
door.Partial = true;
|
|
Dirty(door);
|
|
|
|
// Make sure no entity waled into the airlock when it started closing.
|
|
if (!CanClose(uid, door))
|
|
{
|
|
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
|
|
door.State = DoorState.Opening;
|
|
AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Opening);
|
|
return false;
|
|
}
|
|
|
|
SetCollidable(uid, true, door, physics);
|
|
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
|
|
_activeDoors.Add(door);
|
|
|
|
// Crush any entities. Note that we don't check airlock safety here. This should have been checked before
|
|
// the door closed.
|
|
Crush(uid, door, physics);
|
|
return true;
|
|
}
|
|
#endregion
|
|
|
|
#region Collisions
|
|
|
|
protected virtual void SetCollidable(
|
|
EntityUid uid,
|
|
bool collidable,
|
|
DoorComponent? door = null,
|
|
PhysicsComponent? physics = null,
|
|
OccluderComponent? occluder = null)
|
|
{
|
|
if (!Resolve(uid, ref door))
|
|
return;
|
|
|
|
if (Resolve(uid, ref physics, false))
|
|
PhysicsSystem.SetCanCollide(uid, collidable, body: physics);
|
|
|
|
if (!collidable)
|
|
door.CurrentlyCrushing.Clear();
|
|
|
|
if (door.Occludes)
|
|
_occluder.SetEnabled(uid, collidable, occluder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Crushes everyone colliding with us by more than <see cref="IntersectPercentage"/>%.
|
|
/// </summary>
|
|
public void Crush(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
|
|
{
|
|
if (!Resolve(uid, ref door))
|
|
return;
|
|
|
|
if (!door.CanCrush)
|
|
return;
|
|
|
|
// Find entities and apply curshing effects
|
|
var stunTime = door.DoorStunTime + door.OpenTimeOne;
|
|
foreach (var entity in GetColliding(uid, physics))
|
|
{
|
|
door.CurrentlyCrushing.Add(entity);
|
|
if (door.CrushDamage != null)
|
|
_damageableSystem.TryChangeDamage(entity, door.CrushDamage, origin: uid);
|
|
|
|
_stunSystem.TryParalyze(entity, stunTime, true);
|
|
}
|
|
|
|
if (door.CurrentlyCrushing.Count == 0)
|
|
return;
|
|
|
|
// queue the door to open so that the player is no longer stunned once it has FINISHED opening.
|
|
door.NextStateChange = GameTiming.CurTime + door.DoorStunTime;
|
|
door.Partial = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all entities that collide with this door by more than <see cref="IntersectPercentage"/> percent.\
|
|
/// </summary>
|
|
public IEnumerable<EntityUid> GetColliding(EntityUid uid, PhysicsComponent? physics = null)
|
|
{
|
|
if (!Resolve(uid, ref physics))
|
|
yield break;
|
|
|
|
// TODO SLOTH fix electro's code.
|
|
// ReSharper disable once InconsistentNaming
|
|
var doorAABB = _entityLookup.GetWorldAABB(uid);
|
|
|
|
foreach (var otherPhysics in PhysicsSystem.GetCollidingEntities(Transform(uid).MapID, doorAABB))
|
|
{
|
|
if (otherPhysics == physics)
|
|
continue;
|
|
|
|
//TODO: Make only shutters ignore these objects upon colliding instead of all airlocks
|
|
// Excludes Glasslayer for windows, GlassAirlockLayer for windoors, TableLayer for tables
|
|
if (!otherPhysics.CanCollide || otherPhysics.CollisionLayer == (int)CollisionGroup.GlassLayer || otherPhysics.CollisionLayer == (int)CollisionGroup.GlassAirlockLayer || otherPhysics.CollisionLayer == (int)CollisionGroup.TableLayer)
|
|
continue;
|
|
|
|
//If the colliding entity is a slippable item ignore it by the airlock
|
|
if (otherPhysics.CollisionLayer == (int)CollisionGroup.SlipLayer && otherPhysics.CollisionMask == (int)CollisionGroup.ItemMask)
|
|
continue;
|
|
|
|
if ((physics.CollisionMask & otherPhysics.CollisionLayer) == 0 && (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
|
|
continue;
|
|
|
|
if (_entityLookup.GetWorldAABB(otherPhysics.Owner).IntersectPercentage(doorAABB) < IntersectPercentage)
|
|
continue;
|
|
|
|
yield return otherPhysics.Owner;
|
|
}
|
|
}
|
|
|
|
private void PreventCollision(EntityUid uid, DoorComponent component, ref PreventCollideEvent args)
|
|
{
|
|
if (component.CurrentlyCrushing.Contains(args.OtherEntity))
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
protected virtual void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
|
|
{
|
|
// TODO ACCESS READER move access reader to shared and predict door opening/closing
|
|
// Then this can be moved to the shared system without mispredicting.
|
|
}
|
|
#endregion
|
|
|
|
#region Access
|
|
|
|
/// <summary>
|
|
/// Does the user have the permissions required to open this door?
|
|
/// </summary>
|
|
public bool HasAccess(EntityUid uid, EntityUid? user = null, DoorComponent? door = null, AccessReaderComponent? access = null)
|
|
{
|
|
// TODO network AccessComponent for predicting doors
|
|
|
|
// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
|
|
if (user == null || AccessType == AccessTypes.AllowAll)
|
|
return true;
|
|
|
|
// If the door is on emergency access we skip the checks.
|
|
if (TryComp<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
|
|
return true;
|
|
|
|
// Anyone can click to open firelocks
|
|
if (Resolve(uid, ref door) && door.State == DoorState.Closed &&
|
|
TryComp<FirelockComponent>(uid, out var firelock))
|
|
return true;
|
|
|
|
if (!Resolve(uid, ref access, false))
|
|
return true;
|
|
|
|
var isExternal = access.AccessLists.Any(list => list.Contains("External"));
|
|
|
|
return AccessType switch
|
|
{
|
|
// Some game modes modify access rules.
|
|
AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, uid, access),
|
|
AccessTypes.AllowAllNoExternal => !isExternal,
|
|
_ => _accessReaderSystem.IsAllowed(user.Value, uid, access)
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines the base access behavior of all doors on the station.
|
|
/// </summary>
|
|
public AccessTypes AccessType = AccessTypes.Id;
|
|
|
|
/// <summary>
|
|
/// How door access should be handled.
|
|
/// </summary>
|
|
public enum AccessTypes
|
|
{
|
|
/// <summary> ID based door access. </summary>
|
|
Id,
|
|
/// <summary>
|
|
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
|
|
/// </summary>
|
|
AllowAllIdExternal,
|
|
/// <summary>
|
|
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
|
|
/// ID access.
|
|
/// </summary>
|
|
AllowAllNoExternal,
|
|
/// <summary> Allows everyone to open all doors. </summary>
|
|
AllowAll
|
|
}
|
|
#endregion
|
|
|
|
#region Updating
|
|
/// <summary>
|
|
/// Schedule an open or closed door to progress to the next state after some time.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the requested delay is null or non-positive, this will make the door stay open or closed indefinitely.
|
|
/// </remarks>
|
|
public void SetNextStateChange(EntityUid uid, TimeSpan? delay, DoorComponent? door = null)
|
|
{
|
|
if (!Resolve(uid, ref door, false))
|
|
return;
|
|
|
|
// If the door is not currently just open or closed, it is busy doing something else (or welded shut). So in
|
|
// that case we do nothing.
|
|
if (door.State != DoorState.Open && door.State != DoorState.Closed)
|
|
return;
|
|
|
|
// Is this trying to prevent an update? (e.g., cancel an auto-close)
|
|
if (delay == null || delay.Value <= TimeSpan.Zero)
|
|
{
|
|
door.NextStateChange = null;
|
|
_activeDoors.Remove(door);
|
|
return;
|
|
}
|
|
|
|
door.NextStateChange = GameTiming.CurTime + delay.Value;
|
|
_activeDoors.Add(door);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Iterate over active doors and progress them to the next state if they need to be updated.
|
|
/// </summary>
|
|
public override void Update(float frameTime)
|
|
{
|
|
var time = GameTiming.CurTime;
|
|
|
|
foreach (var door in _activeDoors.ToList())
|
|
{
|
|
if (door.Deleted || door.NextStateChange == null)
|
|
{
|
|
_activeDoors.Remove(door);
|
|
continue;
|
|
}
|
|
|
|
if (Paused(door.Owner))
|
|
continue;
|
|
|
|
if (door.NextStateChange.Value < time)
|
|
NextState(door, time);
|
|
|
|
if (door.State == DoorState.Closed &&
|
|
TryComp<PhysicsComponent>(door.Owner, out var doorBody))
|
|
{
|
|
// If something bumped into us during closing then start to re-open, otherwise, remove it from active.
|
|
_activeDoors.Remove(door);
|
|
CheckDoorBump(door, doorBody);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected virtual void CheckDoorBump(DoorComponent component, PhysicsComponent body) { }
|
|
|
|
/// <summary>
|
|
/// Makes a door proceed to the next state (if applicable).
|
|
/// </summary>
|
|
private void NextState(DoorComponent door, TimeSpan time)
|
|
{
|
|
door.NextStateChange = null;
|
|
|
|
if (door.CurrentlyCrushing.Count > 0)
|
|
// This is a closed door that is crushing people and needs to auto-open. Note that we don't check "can open"
|
|
// here. The door never actually finished closing and we don't want people to get stuck inside of doors.
|
|
StartOpening(door.Owner, door, predicted: true);
|
|
|
|
switch (door.State)
|
|
{
|
|
case DoorState.Opening:
|
|
// Either fully or partially open this door.
|
|
if (door.Partial)
|
|
SetState(door.Owner, DoorState.Open, door);
|
|
else
|
|
OnPartialOpen(door.Owner, door);
|
|
|
|
break;
|
|
|
|
case DoorState.Closing:
|
|
// Either fully or partially close this door.
|
|
if (door.Partial)
|
|
SetState(door.Owner, DoorState.Closed, door);
|
|
else
|
|
OnPartialClose(door.Owner, door);
|
|
|
|
break;
|
|
|
|
case DoorState.Denying:
|
|
// Finish denying entry and return to the closed state.
|
|
SetState(door.Owner, DoorState.Closed, door);
|
|
break;
|
|
|
|
case DoorState.Emagging:
|
|
StartOpening(door.Owner, door);
|
|
break;
|
|
|
|
case DoorState.Open:
|
|
// This door is open, and queued for an auto-close.
|
|
if (!TryClose(door.Owner, door, predicted: true))
|
|
{
|
|
// The door failed to close (blocked?). Try again in one second.
|
|
door.NextStateChange = time + TimeSpan.FromSeconds(1);
|
|
}
|
|
break;
|
|
|
|
case DoorState.Welded:
|
|
// A welded door? This should never have been active in the first place.
|
|
Log.Error($"Welded door was in the list of active doors. Door: {ToPrettyString(door.Owner)}");
|
|
break;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
protected abstract void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
|
|
}
|