ECS Doors (#5887)
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@@ -1,8 +1,10 @@
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using System;
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using Content.Server.Doors.Components;
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using Content.Server.Doors.Systems;
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using Content.Server.Power.Components;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -23,6 +25,7 @@ namespace Content.Server.Shuttles.EntitySystems
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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private const string DockingFixture = "docking";
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private const string DockingJoint = "docking";
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@@ -365,16 +368,16 @@ namespace Content.Server.Shuttles.EntitySystems
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dockA.DockJoint = joint;
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dockB.DockJoint = joint;
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if (TryComp(dockA.Owner, out ServerDoorComponent? doorA))
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if (TryComp(dockA.Owner, out DoorComponent? doorA))
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{
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doorA.ChangeAirtight = false;
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doorA.Open();
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_doorSystem.StartOpening(doorA.Owner, doorA);
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}
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if (TryComp(dockB.Owner, out ServerDoorComponent? doorB))
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if (TryComp(dockB.Owner, out DoorComponent? doorB))
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{
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doorB.ChangeAirtight = false;
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doorB.Open();
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_doorSystem.StartOpening(doorB.Owner, doorB);
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}
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var msg = new DockEvent
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@@ -448,16 +451,16 @@ namespace Content.Server.Shuttles.EntitySystems
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return;
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}
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if (TryComp(dock.Owner, out ServerDoorComponent? doorA))
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if (TryComp(dock.Owner, out DoorComponent? doorA))
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{
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doorA.ChangeAirtight = true;
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doorA.Close();
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_doorSystem.TryClose(doorA.Owner, doorA);
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}
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if (TryComp(dock.DockedWith, out ServerDoorComponent? doorB))
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if (TryComp(dock.DockedWith, out DoorComponent? doorB))
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{
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doorB.ChangeAirtight = true;
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doorB.Close();
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_doorSystem.TryClose(doorB.Owner, doorB);
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}
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// Could maybe give the shuttle a light push away, or at least if there's no other docks left?
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