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); }