Fix door saving/loading (#6506)

This commit is contained in:
Leon Friedrich
2022-02-20 08:34:01 +13:00
committed by GitHub
parent 3f287cb6da
commit 88c5e8a7ce
3 changed files with 92 additions and 74 deletions

View File

@@ -6,16 +6,10 @@ using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Stunnable;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Timing;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Content.Shared.Doors.Systems;
@@ -59,18 +53,33 @@ public abstract class SharedDoorSystem : EntitySystem
SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
}
protected virtual void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
private void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
{
// if the door state is not standard (i.e., door starts open), make sure collision & occlusion are properly set.
if (door.State == DoorState.Open)
if (door.NextStateChange != null)
_activeDoors.Add(door);
else
{
if (TryComp(uid, out PhysicsComponent? physics))
physics.CanCollide = false;
if (door.Occludes && TryComp(uid, out OccluderComponent? occluder))
occluder.Enabled = false;
// Make sure doors are not perpetually stuck opening or closing.
if (door.State == DoorState.Opening)
{
// force to open.
door.State = DoorState.Open;
door.Partial = false;
}
if (door.State == DoorState.Closing)
{
// force to closed.
door.State = DoorState.Closed;
door.Partial = false;
}
}
// should this door have collision and the like enabled?
var collidable = door.State == DoorState.Closed
|| door.State == DoorState.Closing && door.Partial
|| door.State == DoorState.Opening && !door.Partial;
SetCollidable(uid, collidable, door);
UpdateAppearance(uid, door);
}
@@ -268,21 +277,17 @@ public abstract class SharedDoorSystem : EntitySystem
/// <summary>
/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
/// </summary>
public virtual void OnPartialOpen(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
public void OnPartialOpen(EntityUid uid, DoorComponent? door = null)
{
if (!Resolve(uid, ref door, ref physics))
if (!Resolve(uid, ref door))
return;
// we can't be crushing anyone anymore, since we're opening
door.CurrentlyCrushing.Clear();
physics.CanCollide = false;
SetCollidable(uid, false, door);
door.Partial = true;
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
_activeDoors.Add(door);
door.Dirty();
if (door.Occludes && TryComp(uid, out OccluderComponent? occluder))
occluder.Enabled = false;
}
#endregion
@@ -327,11 +332,12 @@ public abstract class SharedDoorSystem : EntitySystem
/// Called when the door is partially closed. This is when the door becomes "solid". If this process fails (e.g., a
/// mob entered the door as it was closing), then this returns false. Otherwise, returns true;
/// </summary>
public virtual bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door, ref physics))
return false;
SetCollidable(uid, true, door, physics);
door.Partial = true;
door.Dirty();
@@ -344,13 +350,9 @@ public abstract class SharedDoorSystem : EntitySystem
return false;
}
physics.CanCollide = true;
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
_activeDoors.Add(door);
if (door.Occludes && TryComp(uid, out OccluderComponent? occluder))
occluder.Enabled = true;
// 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);
@@ -359,6 +361,24 @@ public abstract class SharedDoorSystem : EntitySystem
#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))
physics.CanCollide = collidable;
if (!collidable)
door.CurrentlyCrushing.Clear();
if (door.Occludes && Resolve(uid, ref occluder, false))
occluder.Enabled = collidable;
}
/// <summary>
/// Crushes everyone colliding with us by more than <see cref="IntersectPercentage"/>%.
/// </summary>