Fix xenos prying doors from afar (#10778)
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@@ -27,9 +27,9 @@ public sealed class DoorSystem : SharedDoorSystem
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}
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// TODO AUDIO PREDICT see comments in server-side PlaySound()
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protected override void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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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 (GameTiming.InPrediction && GameTiming.IsFirstTimePredicted)
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SoundSystem.Play(sound, Filter.Local(), uid, audioParams);
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Audio.Play(soundSpecifier, Filter.Local(), uid, audioParams);
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}
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}
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@@ -30,6 +30,7 @@ public sealed class DoorSystem : SharedDoorSystem
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly ConstructionSystem _constructionSystem = default!;
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[Dependency] private readonly ToolSystem _toolSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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public override void Initialize()
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{
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@@ -94,11 +95,12 @@ public sealed class DoorSystem : SharedDoorSystem
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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="sound">The sound</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, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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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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@@ -113,7 +115,7 @@ public sealed class DoorSystem : SharedDoorSystem
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}
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// send the sound to players.
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SoundSystem.Play(sound, filter, uid, audioParams);
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Audio.Play(soundSpecifier, filter, uid, audioParams);
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}
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#region DoAfters
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@@ -158,7 +160,11 @@ public sealed class DoorSystem : SharedDoorSystem
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private void OnDoorAltVerb(EntityUid uid, DoorComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !TryComp<ToolComponent>(args.User, out var tool) || !tool.Qualities.Contains(component.PryingQuality)) return;
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if (!args.CanInteract || !args.CanAccess)
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return;
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if (!TryComp<ToolComponent>(args.User, out var tool) || !tool.Qualities.Contains(component.PryingQuality))
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return;
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args.Verbs.Add(new AlternativeVerb()
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{
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@@ -173,7 +179,8 @@ public sealed class DoorSystem : SharedDoorSystem
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/// </summary>
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private bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, bool force = false)
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{
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if (door.BeingPried) return false;
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if (door.BeingPried)
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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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@@ -274,9 +281,9 @@ public sealed class DoorSystem : SharedDoorSystem
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if (string.IsNullOrEmpty(door.BoardPrototype))
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return;
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var container = uid.EnsureContainer<Container>("board", out var existed);
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var container = _containerSystem.EnsureContainer<Container>(uid, "board", out var existed);
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if (existed & container.ContainedEntities.Count != 0)
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if (existed && container.ContainedEntities.Count != 0)
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{
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// We already contain a board. Note: We don't check if it's the right one!
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return;
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@@ -298,7 +305,7 @@ public sealed class DoorSystem : SharedDoorSystem
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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.GetSound(), AudioParams.Default.WithVolume(8), args.UserUid, false);
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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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@@ -309,12 +316,12 @@ public sealed class DoorSystem : SharedDoorSystem
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if (!Resolve(uid, ref door))
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return;
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DoorState lastState = door.State;
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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.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
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PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
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if(lastState == DoorState.Emagging && TryComp<AirlockComponent>(door.Owner, out var airlockComponent))
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airlockComponent?.SetBoltsWithAudio(!airlockComponent.IsBolted());
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@@ -23,6 +23,9 @@ public abstract class SharedDoorSystem : EntitySystem
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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 IGameTiming GameTiming = 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] private readonly SharedAppearanceSystem _appearance = 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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@@ -167,7 +170,7 @@ public abstract class SharedDoorSystem : EntitySystem
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if (!TryComp(uid, out AppearanceComponent? appearance))
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return;
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appearance.SetData(DoorVisuals.State, door.State);
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_appearance.SetData(uid, DoorVisuals.State, door.State);
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}
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#endregion
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@@ -199,7 +202,7 @@ public abstract class SharedDoorSystem : EntitySystem
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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.GetSound(), AudioParams.Default.WithVolume(-3), user, predicted);
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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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@@ -265,14 +268,14 @@ public abstract class SharedDoorSystem : EntitySystem
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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.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
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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 SharedHandsComponent? hands) && hands.Hands.Count == 0)
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PlaySound(uid, door.TryOpenDoorSound.GetSound(), AudioParams.Default.WithVolume(-2), user, predicted);
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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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@@ -329,7 +332,7 @@ public abstract class SharedDoorSystem : EntitySystem
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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.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
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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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@@ -422,7 +425,8 @@ public abstract class SharedDoorSystem : EntitySystem
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yield break;
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// TODO SLOTH fix electro's code.
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var doorAABB = physics.GetWorldAABB();
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// ReSharper disable once InconsistentNaming
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var doorAABB = _entityLookup.GetWorldAABB(uid);
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foreach (var otherPhysics in PhysicsSystem.GetCollidingEntities(Transform(uid).MapID, doorAABB))
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{
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@@ -436,7 +440,7 @@ public abstract class SharedDoorSystem : EntitySystem
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&& (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
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continue;
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if (otherPhysics.GetWorldAABB().IntersectPercentage(doorAABB) < IntersectPercentage)
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if (_entityLookup.GetWorldAABB(otherPhysics.Owner).IntersectPercentage(doorAABB) < IntersectPercentage)
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continue;
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yield return otherPhysics.Owner;
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@@ -614,5 +618,5 @@ public abstract class SharedDoorSystem : EntitySystem
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}
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#endregion
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protected abstract void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
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protected abstract void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
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}
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