Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
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@@ -1,10 +1,181 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Physics;
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using System.Collections.Generic;
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using Robust.Shared.Timing;
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namespace Content.Shared.GameObjects.Components.Doors
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{
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[NetSerializable]
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[Serializable]
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public abstract class SharedDoorComponent : Component, ICollideSpecial
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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[ComponentDependency]
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protected readonly SharedAppearanceComponent? AppearanceComponent = null;
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[ComponentDependency]
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protected readonly IPhysicsComponent? PhysicsComponent = null;
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[ViewVariables]
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private DoorState _state = DoorState.Closed;
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/// <summary>
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/// The current state of the door -- whether it is open, closed, opening, or closing.
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/// </summary>
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public virtual DoorState State
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{
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get => _state;
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protected set
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{
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if (_state == value)
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{
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return;
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}
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_state = value;
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SetAppearance(State switch
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{
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DoorState.Open => DoorVisualState.Open,
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DoorState.Closed => DoorVisualState.Closed,
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DoorState.Opening => DoorVisualState.Opening,
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DoorState.Closing => DoorVisualState.Closing,
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_ => throw new ArgumentOutOfRangeException(),
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});
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}
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}
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/// <summary>
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/// Closing time until impassable.
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/// </summary>
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protected TimeSpan CloseTimeOne;
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/// <summary>
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/// Closing time until fully closed.
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/// </summary>
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protected TimeSpan CloseTimeTwo;
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/// <summary>
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/// Opening time until passable.
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/// </summary>
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protected TimeSpan OpenTimeOne;
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/// <summary>
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/// Opening time until fully open.
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/// </summary>
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protected TimeSpan OpenTimeTwo;
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/// <summary>
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/// Time to finish denying.
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/// </summary>
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protected static TimeSpan DenyTime => TimeSpan.FromSeconds(0.45f);
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/// <summary>
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/// Used by ServerDoorComponent to get the CurTime for the client to use to know when to open, and by ClientDoorComponent to know the CurTime to correctly open.
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/// </summary>
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[Dependency] protected IGameTiming GameTiming = default!;
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/// <summary>
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/// The time the door began to open or close, if the door is opening or closing, or null if it is neither.
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/// </summary>
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protected TimeSpan? StateChangeStartTime = null;
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/// <summary>
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/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
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/// </summary>
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protected List<EntityUid> CurrentlyCrushing = new();
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"closeTimeOne",
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0.4f,
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seconds => CloseTimeOne = TimeSpan.FromSeconds(seconds),
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() => CloseTimeOne.TotalSeconds);
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serializer.DataReadWriteFunction(
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"closeTimeTwo",
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0.2f,
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seconds => CloseTimeTwo = TimeSpan.FromSeconds(seconds),
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() => CloseTimeOne.TotalSeconds);
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serializer.DataReadWriteFunction(
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"openTimeOne",
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0.4f,
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seconds => OpenTimeOne = TimeSpan.FromSeconds(seconds),
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() => CloseTimeOne.TotalSeconds);
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serializer.DataReadWriteFunction(
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"openTimeTwo",
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0.2f,
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seconds => OpenTimeTwo = TimeSpan.FromSeconds(seconds),
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() => CloseTimeOne.TotalSeconds);
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}
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protected void SetAppearance(DoorVisualState state)
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{
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if (AppearanceComponent != null)
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{
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AppearanceComponent.SetData(DoorVisuals.VisualState, state);
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}
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}
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// stops us colliding with people we're crushing, to prevent hitbox clipping and jank
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public bool PreventCollide(IPhysBody collidedwith)
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{
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return CurrentlyCrushing.Contains(collidedwith.Entity.Uid);
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}
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/// <summary>
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/// Called when the door is partially opened.
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/// </summary>
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protected virtual void OnPartialOpen()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = false;
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}
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// we can't be crushing anyone anymore, since we're opening
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CurrentlyCrushing.Clear();
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}
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/// <summary>
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/// Called when the door is partially closed.
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/// </summary>
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protected virtual void OnPartialClose()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = true;
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}
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}
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[Serializable, NetSerializable]
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public enum DoorState
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{
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Open,
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Closed,
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Opening,
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Closing,
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}
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}
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[Serializable, NetSerializable]
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public enum DoorVisualState
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{
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Open,
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Closed,
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Opening,
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Closing,
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Deny,
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Welded
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}
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[Serializable, NetSerializable]
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public enum DoorVisuals
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{
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VisualState,
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@@ -12,15 +183,20 @@ namespace Content.Shared.GameObjects.Components.Doors
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BoltLights
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}
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[NetSerializable]
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[Serializable]
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public enum DoorVisualState
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[Serializable, NetSerializable]
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public class DoorComponentState : ComponentState
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{
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Closed,
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Opening,
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Open,
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Closing,
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Deny,
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Welded,
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public readonly SharedDoorComponent.DoorState DoorState;
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public readonly TimeSpan? StartTime;
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public readonly List<EntityUid> CurrentlyCrushing;
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public readonly TimeSpan CurTime;
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public DoorComponentState(SharedDoorComponent.DoorState doorState, TimeSpan? startTime, List<EntityUid> currentlyCrushing, TimeSpan curTime) : base(ContentNetIDs.DOOR)
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{
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DoorState = doorState;
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StartTime = startTime;
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CurrentlyCrushing = currentlyCrushing;
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CurTime = curTime;
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}
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}
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}
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