using System; using System.Collections.Generic; using Content.Shared.Damage; using Content.Shared.Sound; using Content.Shared.Tools; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.ViewVariables; using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth; namespace Content.Shared.Doors.Components; [NetworkedComponent] [RegisterComponent] public sealed class DoorComponent : Component { public override string Name => "Door"; /// /// The current state of the door -- whether it is open, closed, opening, or closing. /// /// /// This should never be set directly. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("state")] public DoorState State = DoorState.Closed; #region Timing // if you want do dynamically adjust these times, you need to add networking for them. So for now, they are all // read-only. /// /// Closing time until impassable. Total time is this plus . /// [DataField("closeTimeOne")] public readonly TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f); /// /// Closing time until fully closed. Total time is this plus . /// [DataField("closeTimeTwo")] public readonly TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f); /// /// Opening time until passable. Total time is this plus . /// [DataField("openTimeOne")] public readonly TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f); /// /// Opening time until fully open. Total time is this plus . /// [DataField("openTimeTwo")] public readonly TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f); /// /// Interval between deny sounds & visuals; /// [DataField("denyDuration")] public readonly TimeSpan DenyDuration = TimeSpan.FromSeconds(0.45f); /// /// When the door is active, this is the time when the state will next update. /// public TimeSpan? NextStateChange; /// /// Whether the door is currently partially closed or open. I.e., when the door is "closing" and is already opaque, /// but not yet actually closed. /// public bool Partial; #endregion #region Welding // TODO WELDING. Consider creating a WeldableComponent for use with doors, crates and lockers? Currently they all // have their own welding logic. [DataField("weldingQuality", customTypeSerializer: typeof(PrototypeIdSerializer))] public string WeldingQuality = "Welding"; /// /// Whether the door can ever be welded shut. /// [DataField("weldable")] public bool Weldable = true; /// /// Whether something is currently using a welder on this so DoAfter isn't spammed. /// public bool BeingWelded; #endregion public bool BeingPried; #region Sounds /// /// Sound to play when the door opens. /// [DataField("openSound")] public SoundSpecifier? OpenSound; /// /// Sound to play when the door closes. /// [DataField("closeSound")] public SoundSpecifier? CloseSound; /// /// Sound to play if the door is denied. /// [DataField("denySound")] public SoundSpecifier? DenySound; /// /// Sound to play when a disarmed (hands comp with 0 hands) entity opens the door. What? /// [DataField("tryOpenDoorSound")] public SoundSpecifier TryOpenDoorSound = new SoundPathSpecifier("/Audio/Effects/bang.ogg"); #endregion #region Crushing /// /// This is how long a door-crush will stun you. This also determines how long it takes the door to open up /// again. Total stun time is actually given by this plus . /// [DataField("doorStunTime")] public readonly TimeSpan DoorStunTime = TimeSpan.FromSeconds(2f); [DataField("crushDamage")] public DamageSpecifier? CrushDamage; /// /// If false, this door is incapable of crushing entities. Note that this differs from the airlock's "safety" /// feature that checks for colliding entities. /// [DataField("canCrush")] public readonly bool CanCrush = true; /// /// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen(). /// public List CurrentlyCrushing = new(); #endregion [DataField("board", customTypeSerializer: typeof(PrototypeIdSerializer))] public string? BoardPrototype; [DataField("pryingQuality", customTypeSerializer: typeof(PrototypeIdSerializer))] public string PryingQuality = "Prying"; /// /// Default time that the door should take to pry open. /// [DataField("pryTime")] public float PryTime = 1.5f; [DataField("changeAirtight")] public bool ChangeAirtight = true; /// /// Whether the door blocks light. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("occludes")] public bool Occludes = true; /// /// Whether the door will open when it is bumped into. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("bumpOpen")] public bool BumpOpen = true; /// /// Whether the door will open when it is activated or clicked. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("clickOpen")] public bool ClickOpen = true; [DataField("openDrawDepth", customTypeSerializer: typeof(ConstantSerializer))] public int OpenDrawDepth = (int) DrawDepth.DrawDepth.Doors; [DataField("closedDrawDepth", customTypeSerializer: typeof(ConstantSerializer))] public int ClosedDrawDepth = (int) DrawDepth.DrawDepth.Doors; } [Serializable, NetSerializable] public enum DoorState { Closed, Closing, Open, Opening, Welded, Denying, } [Serializable, NetSerializable] public enum DoorVisuals { State, Powered, BoltLights } [Serializable, NetSerializable] public class DoorComponentState : ComponentState { public readonly DoorState DoorState; public readonly List CurrentlyCrushing; public readonly TimeSpan? NextStateChange; public readonly bool Partial; public DoorComponentState(DoorComponent door) { DoorState = door.State; CurrentlyCrushing = door.CurrentlyCrushing; NextStateChange = door.NextStateChange; Partial = door.Partial; } }