using Content.Shared.Access.Components;
using Content.Shared.Damage;
using Content.Shared.Doors.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Stunnable;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Timing;
using System.Linq;
namespace Content.Shared.Doors.Systems;
public abstract class SharedDoorSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] protected readonly IGameTiming GameTiming = default!;
///
/// A body must have an intersection percentage larger than this in order to be considered as colliding with a
/// door. Used for safety close-blocking and crushing.
///
///
/// The intersection percentage relies on WORLD AABBs. So if this is too small, and the grid is rotated 45
/// degrees, then an entity outside of the airlock may be crushed.
///
public const float IntersectPercentage = 0.2f;
///
/// A set of doors that are currently opening, closing, or just queued to open/close after some delay.
///
private readonly HashSet _activeDoors = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnRemove);
SubscribeLocalEvent(OnGetState);
SubscribeLocalEvent(OnHandleState);
SubscribeLocalEvent(OnActivate);
SubscribeLocalEvent(HandleCollide);
SubscribeLocalEvent(PreventCollision);
}
private void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
{
if (door.NextStateChange != null)
_activeDoors.Add(door);
else
{
// 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);
}
private void OnRemove(EntityUid uid, DoorComponent door, ComponentRemove args)
{
_activeDoors.Remove(door);
}
#region StateManagement
private void OnGetState(EntityUid uid, DoorComponent door, ref ComponentGetState args)
{
args.State = new DoorComponentState(door);
}
private void OnHandleState(EntityUid uid, DoorComponent door, ref ComponentHandleState args)
{
if (args.Current is not DoorComponentState state)
return;
door.CurrentlyCrushing = new(state.CurrentlyCrushing);
door.State = state.DoorState;
door.NextStateChange = state.NextStateChange;
door.Partial = state.Partial;
if (state.NextStateChange == null)
_activeDoors.Remove(door);
else
_activeDoors.Add(door);
RaiseLocalEvent(uid, new DoorStateChangedEvent(door.State), false);
UpdateAppearance(uid, door);
}
protected void SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
{
if (!Resolve(uid, ref door))
return;
switch (state)
{
case DoorState.Opening:
_activeDoors.Add(door);
door.NextStateChange = GameTiming.CurTime + door.OpenTimeOne;
break;
case DoorState.Closing:
_activeDoors.Add(door);
door.NextStateChange = GameTiming.CurTime + door.CloseTimeOne;
break;
case DoorState.Denying:
_activeDoors.Add(door);
door.NextStateChange = GameTiming.CurTime + door.DenyDuration;
break;
case DoorState.Emagging:
_activeDoors.Add(door);
door.NextStateChange = GameTiming.CurTime + door.EmagDuration;
break;
case DoorState.Open:
case DoorState.Closed:
door.Partial = false;
if (door.NextStateChange == null)
_activeDoors.Remove(door);
break;
}
door.State = state;
door.Dirty();
RaiseLocalEvent(uid, new DoorStateChangedEvent(state), false);
UpdateAppearance(uid, door);
}
protected virtual void UpdateAppearance(EntityUid uid, DoorComponent? door = null)
{
if (!Resolve(uid, ref door))
return;
if (!TryComp(uid, out AppearanceComponent? appearance))
return;
appearance.SetData(DoorVisuals.State, door.State);
}
#endregion
#region Interactions
protected virtual void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
{
// avoid client-mispredicts, as the server will definitely handle this event
args.Handled = true;
}
///
/// Update the door state/visuals and play an access denied sound when a user without access interacts with the
/// door.
///
public void Deny(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return;
if (door.State != DoorState.Closed)
return;
// might not be able to deny without power or some other blocker.
var ev = new BeforeDoorDeniedEvent();
RaiseLocalEvent(uid, ev, false);
if (ev.Cancelled)
return;
SetState(uid, DoorState.Denying, door);
if (door.DenySound != null)
PlaySound(uid, door.DenySound.GetSound(), AudioParams.Default.WithVolume(-3), user, predicted);
}
public bool TryToggleDoor(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return false;
if (door.State == DoorState.Closed)
{
return TryOpen(uid, door, user, predicted);
}
else if (door.State == DoorState.Open)
{
return TryClose(uid, door, user, predicted);
}
return false;
}
#endregion
#region Opening
public bool TryOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return false;
if (!CanOpen(uid, door, user, false))
return false;
StartOpening(uid, door, user, predicted);
return true;
}
public bool CanOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
{
if (!Resolve(uid, ref door))
return false;
if (door.State == DoorState.Welded)
return false;
var ev = new BeforeDoorOpenedEvent();
RaiseLocalEvent(uid, ev, false);
if (ev.Cancelled)
return false;
if (!HasAccess(uid, user))
{
if (!quiet)
Deny(uid, door);
return false;
}
return true;
}
public virtual void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return;
SetState(uid, DoorState.Opening, door);
if (door.OpenSound != null)
PlaySound(uid, door.OpenSound.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
// I'm not sure what the intent here is/was? It plays a sound if the user is opening a door with a hands
// component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
// I'm 99% sure something is wrong here, but I kind of want to keep it this way.
if (user != null && TryComp(user.Value, out SharedHandsComponent? hands) && hands.Hands.Count == 0)
PlaySound(uid, door.TryOpenDoorSound.GetSound(), AudioParams.Default.WithVolume(-2), user, predicted);
}
///
/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
///
public void OnPartialOpen(EntityUid uid, DoorComponent? door = null)
{
if (!Resolve(uid, ref door))
return;
SetCollidable(uid, false, door);
door.Partial = true;
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
_activeDoors.Add(door);
door.Dirty();
}
#endregion
#region Closing
public bool TryClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return false;
if (!CanClose(uid, door, user, false))
return false;
StartClosing(uid, door, user, predicted);
return true;
}
public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
{
if (!Resolve(uid, ref door))
return false;
var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck);
RaiseLocalEvent(uid, ev, false);
if (ev.Cancelled)
return false;
if (!HasAccess(uid, user))
return false;
return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
}
public virtual void StartClosing(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return;
SetState(uid, DoorState.Closing, door);
if (door.CloseSound != null)
PlaySound(uid, door.CloseSound.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
}
///
/// 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;
///
public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door, ref physics))
return false;
door.Partial = true;
door.Dirty();
// Make sure no entity waled into the airlock when it started closing.
if (!CanClose(uid, door))
{
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
door.State = DoorState.Opening;
UpdateAppearance(uid, door);
return false;
}
SetCollidable(uid, true, door, physics);
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
_activeDoors.Add(door);
// 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);
return true;
}
#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;
}
///
/// Crushes everyone colliding with us by more than %.
///
public void Crush(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door))
return;
if (!door.CanCrush)
return;
// Find entities and apply curshing effects
var stunTime = door.DoorStunTime + door.OpenTimeOne;
foreach (var entity in GetColliding(uid, physics))
{
door.CurrentlyCrushing.Add(entity);
if (door.CrushDamage != null)
_damageableSystem.TryChangeDamage(entity, door.CrushDamage);
_stunSystem.TryParalyze(entity, stunTime, true);
}
if (door.CurrentlyCrushing.Count == 0)
return;
// queue the door to open so that the player is no longer stunned once it has FINISHED opening.
door.NextStateChange = GameTiming.CurTime + door.DoorStunTime;
door.Partial = false;
}
///
/// Get all entities that collide with this door by more than percent.\
///
public IEnumerable GetColliding(EntityUid uid, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref physics))
yield break;
// TODO SLOTH fix electro's code.
var doorAABB = physics.GetWorldAABB();
foreach (var otherPhysics in _physicsSystem.GetCollidingEntities(Transform(uid).MapID, doorAABB))
{
if (otherPhysics == physics)
continue;
if (!otherPhysics.CanCollide)
continue;
if (otherPhysics.BodyType == BodyType.Static || (physics.CollisionMask & otherPhysics.CollisionLayer) == 0
&& (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
continue;
if (otherPhysics.GetWorldAABB().IntersectPercentage(doorAABB) < IntersectPercentage)
continue;
yield return otherPhysics.Owner;
}
}
private void PreventCollision(EntityUid uid, DoorComponent component, PreventCollideEvent args)
{
if (component.CurrentlyCrushing.Contains(args.BodyB.Owner))
{
args.Cancel();
}
}
protected virtual void HandleCollide(EntityUid uid, DoorComponent door, StartCollideEvent args)
{
// TODO ACCESS READER move access reader to shared and predict door opening/closing
// Then this can be moved to the shared system without mispredicting.
}
#endregion
#region Access
public virtual bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
{
// TODO network AccessComponent for predicting doors
// Currently all door open/close & door-bumper collision stuff is done server side.
// so this return value means nothing.
return true;
}
///
/// Determines the base access behavior of all doors on the station.
///
public AccessTypes AccessType = AccessTypes.Id;
///
/// How door access should be handled.
///
public enum AccessTypes
{
/// ID based door access.
Id,
///
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
///
AllowAllIdExternal,
///
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
/// ID access.
///
AllowAllNoExternal,
/// Allows everyone to open all doors.
AllowAll
}
#endregion
#region Updating
///
/// Schedule an open or closed door to progress to the next state after some time.
///
///
/// If the requested delay is null or non-positive, this will make the door stay open or closed indefinitely.
///
public void SetNextStateChange(EntityUid uid, TimeSpan? delay, DoorComponent? door = null)
{
if (!Resolve(uid, ref door, false))
return;
// If the door is not currently just open or closed, it is busy doing something else (or welded shut). So in
// that case we do nothing.
if (door.State != DoorState.Open && door.State != DoorState.Closed)
return;
// Is this trying to prevent an update? (e.g., cancel an auto-close)
if (delay == null || delay.Value <= TimeSpan.Zero)
{
door.NextStateChange = null;
_activeDoors.Remove(door);
return;
}
door.NextStateChange = GameTiming.CurTime + delay.Value;
_activeDoors.Add(door);
}
///
/// Iterate over active doors and progress them to the next state if they need to be updated.
///
public override void Update(float frameTime)
{
var time = GameTiming.CurTime;
foreach (var door in _activeDoors.ToList())
{
if (door.Deleted || door.NextStateChange == null)
{
_activeDoors.Remove(door);
continue;
}
if (Paused(door.Owner))
continue;
if (door.NextStateChange.Value < time)
NextState(door, time);
}
}
///
/// Makes a door proceed to the next state (if applicable).
///
private void NextState(DoorComponent door, TimeSpan time)
{
door.NextStateChange = null;
if (door.CurrentlyCrushing.Count > 0)
// This is a closed door that is crushing people and needs to auto-open. Note that we don't check "can open"
// here. The door never actually finished closing and we don't want people to get stuck inside of doors.
StartOpening(door.Owner, door, predicted: true);
switch (door.State)
{
case DoorState.Opening:
// Either fully or partially open this door.
if (door.Partial)
SetState(door.Owner, DoorState.Open, door);
else
OnPartialOpen(door.Owner, door);
break;
case DoorState.Closing:
// Either fully or partially close this door.
if (door.Partial)
SetState(door.Owner, DoorState.Closed, door);
else
OnPartialClose(door.Owner, door);
break;
case DoorState.Denying:
// Finish denying entry and return to the closed state.
SetState(door.Owner, DoorState.Closed, door);
break;
case DoorState.Emagging:
StartOpening(door.Owner, door);
break;
case DoorState.Open:
// This door is open, and queued for an auto-close.
if (!TryClose(door.Owner, door, predicted: true))
{
// The door failed to close (blocked?). Try again in one second.
door.NextStateChange = time + TimeSpan.FromSeconds(1);
}
break;
case DoorState.Welded:
// A welded door? This should never have been active in the first place.
Logger.Error($"Welded door was in the list of active doors. Door: {ToPrettyString(door.Owner)}");
break;
}
}
#endregion
protected abstract void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
}