Files
tbd-station-14/Content.Server/Doors/Systems/DoorSystem.cs
2022-02-17 19:43:24 -07:00

327 lines
12 KiB
C#

using Content.Server.Access;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Construction;
using Content.Server.Construction.Components;
using Content.Server.Tools;
using Content.Server.Tools.Components;
using Content.Server.Doors.Components;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Emag.Systems;
using Content.Shared.Interaction;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using System.Linq;
namespace Content.Server.Doors.Systems;
public sealed class DoorSystem : SharedDoorSystem
{
[Dependency] private readonly ConstructionSystem _constructionSystem = default!;
[Dependency] private readonly ToolSystem _toolSystem = default!;
[Dependency] private readonly AirtightSystem _airtightSystem = default!;
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<DoorComponent, InteractUsingEvent>(OnInteractUsing, after: new[] { typeof(ConstructionSystem) });
SubscribeLocalEvent<DoorComponent, PryFinishedEvent>(OnPryFinished);
SubscribeLocalEvent<DoorComponent, PryCancelledEvent>(OnPryCancelled);
SubscribeLocalEvent<DoorComponent, WeldFinishedEvent>(OnWeldFinished);
SubscribeLocalEvent<DoorComponent, WeldCancelledEvent>(OnWeldCancelled);
SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
}
protected override void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
{
base.OnInit(uid, door, args);
if (door.State == DoorState.Open
&& door.ChangeAirtight
&& TryComp(uid, out AirtightComponent? airtight))
{
_airtightSystem.SetAirblocked(airtight, false);
}
}
// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
//
// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
//
// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
// an open door), then the audio would only be played for the client performing the interaction.
//
// So we do this:
// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
// - Major exception is player interactions, which other players cannot predict
// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
// interaction.
/// <summary>
/// Selectively send sound to clients, taking care to not send the double-audio.
/// </summary>
/// <param name="uid">The audio source</param>
/// <param name="sound">The sound</param>
/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
/// this assumes it would have been predicted by all players in PVS range.</param>
protected override void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
{
// If this sound would have been predicted by all clients, do not play any audio.
if (predicted && predictingPlayer == null)
return;
var filter = Filter.Pvs(uid);
if (predicted)
{
// This interaction is predicted, but only by the instigating user, who will have played their own sounds.
filter.RemoveWhereAttachedEntity(e => e == predictingPlayer);
}
// send the sound to players.
SoundSystem.Play(filter, sound, uid, audioParams);
}
#region DoAfters
/// <summary>
/// Weld or pry open a door.
/// </summary>
private void OnInteractUsing(EntityUid uid, DoorComponent door, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp(args.Used, out ToolComponent? tool))
return;
if (tool.Qualities.Contains(door.PryingQuality))
{
args.Handled = TryPryDoor(uid, args.Used, args.User, door);
return;
}
if (door.Weldable && tool.Qualities.Contains(door.WeldingQuality))
{
args.Handled = TryWeldDoor(uid, args.Used, args.User, door);
}
}
/// <summary>
/// Attempt to weld a door shut, or unweld it if it is already welded. This does not actually check if the user
/// is holding the correct tool.
/// </summary>
private bool TryWeldDoor(EntityUid target, EntityUid used, EntityUid user, DoorComponent door)
{
if (!door.Weldable || door.BeingWelded || door.CurrentlyCrushing.Count > 0)
return false;
// is the door in a weld-able state?
if (door.State != DoorState.Closed && door.State != DoorState.Welded)
return false;
// perform a do-after delay
door.BeingWelded = true;
_toolSystem.UseTool(used, user, target, 3f, 3f, door.WeldingQuality,
new WeldFinishedEvent(), new WeldCancelledEvent(), target);
return true; // we might not actually succeeded, but a do-after has started
}
/// <summary>
/// Pry open a door. This does not check if the user is holding the required tool.
/// </summary>
private bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door)
{
if (door.State == DoorState.Welded)
return false;
var canEv = new BeforeDoorPryEvent(user);
RaiseLocalEvent(target, canEv, false);
if (canEv.Cancelled)
// mark handled, as airlock component will cancel after generating a pop-up & you don't want to pry a tile
// under a windoor.
return true;
var modEv = new DoorGetPryTimeModifierEvent();
RaiseLocalEvent(target, modEv, false);
_toolSystem.UseTool(tool, user, target, 0f, modEv.PryTimeModifier * door.PryTime, door.PryingQuality,
new PryFinishedEvent(), new PryCancelledEvent(), target);
return true; // we might not actually succeeded, but a do-after has started
}
private void OnWeldCancelled(EntityUid uid, DoorComponent door, WeldCancelledEvent args)
{
door.BeingWelded = false;
}
private void OnWeldFinished(EntityUid uid, DoorComponent door, WeldFinishedEvent args)
{
door.BeingWelded = false;
if (!door.Weldable)
return;
if (door.State == DoorState.Closed)
SetState(uid, DoorState.Welded, door);
else if (door.State == DoorState.Welded)
SetState(uid, DoorState.Closed, door);
}
private void OnPryCancelled(EntityUid uid, DoorComponent door, PryCancelledEvent args)
{
door.BeingPried = false;
}
private void OnPryFinished(EntityUid uid, DoorComponent door, PryFinishedEvent args)
{
door.BeingPried = false;
if (door.State == DoorState.Closed)
StartOpening(uid, door);
else if (door.State == DoorState.Open)
StartClosing(uid, door);
}
#endregion
/// <summary>
/// Does the user have the permissions required to open this door?
/// </summary>
public override bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
{
// TODO network AccessComponent for predicting doors
// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
if (user == null || AccessType == AccessTypes.AllowAll)
return true;
// If the door is on emergency access we skip the checks.
if (TryComp<SharedAirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
return true;
if (!Resolve(uid, ref access, false))
return true;
var isExternal = access.AccessLists.Any(list => list.Contains("External"));
return AccessType switch
{
// Some game modes modify access rules.
AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(access, user.Value),
AccessTypes.AllowAllNoExternal => !isExternal,
_ => _accessReaderSystem.IsAllowed(access, user.Value)
};
}
/// <summary>
/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
/// generate "access denied" sounds as you fire at a door.
/// </summary>
protected override 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.
if (!door.BumpOpen)
return;
if (door.State != DoorState.Closed)
return;
var otherUid = args.OtherFixture.Body.Owner;
if (_tagSystem.HasTag(otherUid, "DoorBumpOpener"))
TryOpen(uid, door, otherUid);
}
public override void OnPartialOpen(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door, ref physics))
return;
base.OnPartialOpen(uid, door, physics);
if (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
{
_airtightSystem.SetAirblocked(airtight, false);
}
// Path-finding. Has nothing directly to do with access readers.
RaiseLocalEvent(new AccessReaderChangeMessage(uid, false));
}
public override bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door, ref physics))
return false;
if (!base.OnPartialClose(uid, door, physics))
return false;
// update airtight, if we did not crush something.
if (door.ChangeAirtight && door.CurrentlyCrushing.Count == 0 && TryComp(uid, out AirtightComponent? airtight))
_airtightSystem.SetAirblocked(airtight, true);
// Path-finding. Has nothing directly to do with access readers.
RaiseLocalEvent(new AccessReaderChangeMessage(uid, true));
return true;
}
private void OnMapInit(EntityUid uid, DoorComponent door, MapInitEvent args)
{
// Ensure that the construction component is aware of the board container.
if (TryComp(uid, out ConstructionComponent? construction))
_constructionSystem.AddContainer(uid, "board", construction);
// We don't do anything if this is null or empty.
if (string.IsNullOrEmpty(door.BoardPrototype))
return;
var container = uid.EnsureContainer<Container>("board", out var existed);
if (existed & container.ContainedEntities.Count != 0)
{
// We already contain a board. Note: We don't check if it's the right one!
return;
}
var board = EntityManager.SpawnEntity(door.BoardPrototype, Transform(uid).Coordinates);
if(!container.Insert(board))
Logger.Warning($"Couldn't insert board {ToPrettyString(board)} into door {ToPrettyString(uid)}!");
}
private void OnEmagged(EntityUid uid, DoorComponent door, GotEmaggedEvent args)
{
if(TryComp<AirlockComponent>(uid, out var airlockComponent))
{
if (door.State == DoorState.Closed)
{
StartOpening(uid);
airlockComponent?.SetBoltsWithAudio(!airlockComponent.IsBolted());
args.Handled = true;
}
}
}
}
public sealed class PryFinishedEvent : EntityEventArgs { }
public sealed class PryCancelledEvent : EntityEventArgs { }
public sealed class WeldFinishedEvent : EntityEventArgs { }
public sealed class WeldCancelledEvent : EntityEventArgs { }