Files
tbd-station-14/Content.Shared/Doors/Systems/SharedDoorSystem.cs

671 lines
24 KiB
C#

using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Content.Shared.Prying.Components;
namespace Content.Shared.Doors.Systems;
public abstract partial class SharedDoorSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] protected readonly SharedPhysicsSystem PhysicsSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] protected readonly TagSystem Tags = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] private readonly OccluderSystem _occluder = default!;
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public const float IntersectPercentage = 0.2f;
/// <summary>
/// A set of doors that are currently opening, closing, or just queued to open/close after some delay.
/// </summary>
private readonly HashSet<DoorComponent> _activeDoors = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<DoorComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<DoorComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<DoorComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<DoorComponent, GetPryTimeModifierEvent>(OnPryTimeModifier);
}
protected virtual void OnComponentInit(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);
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
}
private void OnRemove(EntityUid uid, DoorComponent door, ComponentRemove args)
{
_activeDoors.Remove(door);
}
#region StateManagement
private void OnHandleState(EntityUid uid, DoorComponent door, ref AfterAutoHandleStateEvent args)
{
if (door.NextStateChange == null)
_activeDoors.Remove(door);
else
_activeDoors.Add(door);
RaiseLocalEvent(uid, new DoorStateChangedEvent(door.State));
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
}
protected void SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
{
if (!Resolve(uid, ref door))
return;
// If no change, return to avoid firing a new DoorStateChangedEvent.
if (state == door.State)
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:
door.Partial = false;
if (door.NextStateChange == null)
_activeDoors.Remove(door);
break;
case DoorState.Closed:
// May want to keep the door around to re-check for opening if we got a contact during closing.
door.Partial = false;
break;
}
door.State = state;
Dirty(door);
RaiseLocalEvent(uid, new DoorStateChangedEvent(state), false);
AppearanceSystem.SetData(uid, 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;
}
private void OnPryTimeModifier(EntityUid uid, DoorComponent door, ref GetPryTimeModifierEvent args)
{
args.BaseTime = door.PryTime;
}
/// <summary>
/// Update the door state/visuals and play an access denied sound when a user without access interacts with the
/// door.
/// </summary>
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, 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, bool quiet = false)
{
if (!Resolve(uid, ref door))
return false;
if (!CanOpen(uid, door, user, quiet))
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() { User = user };
RaiseLocalEvent(uid, ev, false);
if (ev.Cancelled)
return false;
if (!HasAccess(uid, user, door))
{
if (!quiet)
Deny(uid, door);
return false;
}
return true;
}
/// <summary>
/// Immediately start opening a door
/// </summary>
/// <param name="uid"> The uid of the door</param>
/// <param name="door"> The doorcomponent of the door</param>
/// <param name="user"> The user (if any) opening the door</param>
/// <param name="predicted">Whether the interaction would have been
/// predicted. See comments in the PlaySound method on the Server system for details</param>
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, 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 HandsComponent? hands) && hands.Hands.Count == 0)
PlaySound(uid, door.TryOpenDoorSound, AudioParams.Default.WithVolume(-2), user, predicted);
}
/// <summary>
/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
/// </summary>
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);
Dirty(door);
}
#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;
}
/// <summary>
/// Immediately start closing a door
/// </summary>
/// <param name="uid"> The uid of the door</param>
/// <param name="door"> The doorcomponent of the door</param>
/// <param name="user"> The user (if any) opening the door</param>
/// <param name="predicted">Whether the interaction would have been
/// predicted. See comments in the PlaySound method on the Server system for details</param>
public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
{
if (!Resolve(uid, ref door))
return false;
// since both closing/closed and welded are door states, we need to prevent 'closing'
// a welded door or else there will be weird state bugs
if (door.State is DoorState.Welded or DoorState.Closed)
return false;
var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck);
RaiseLocalEvent(uid, ev, false);
if (ev.Cancelled)
return false;
if (!HasAccess(uid, user, door))
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, AudioParams.Default.WithVolume(-5), user, predicted);
}
/// <summary>
/// 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;
/// </summary>
public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref door, ref physics))
return false;
door.Partial = true;
Dirty(door);
// 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;
AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Opening);
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))
PhysicsSystem.SetCanCollide(uid, collidable, body: physics);
if (!collidable)
door.CurrentlyCrushing.Clear();
if (door.Occludes)
_occluder.SetEnabled(uid, collidable, occluder);
}
/// <summary>
/// Crushes everyone colliding with us by more than <see cref="IntersectPercentage"/>%.
/// </summary>
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, origin: uid);
_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;
}
/// <summary>
/// Get all entities that collide with this door by more than <see cref="IntersectPercentage"/> percent.\
/// </summary>
public IEnumerable<EntityUid> GetColliding(EntityUid uid, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref physics))
yield break;
// TODO SLOTH fix electro's code.
// ReSharper disable once InconsistentNaming
var doorAABB = _entityLookup.GetWorldAABB(uid);
foreach (var otherPhysics in PhysicsSystem.GetCollidingEntities(Transform(uid).MapID, doorAABB))
{
if (otherPhysics == physics)
continue;
//TODO: Make only shutters ignore these objects upon colliding instead of all airlocks
// Excludes Glasslayer for windows, GlassAirlockLayer for windoors, TableLayer for tables
if (!otherPhysics.CanCollide || otherPhysics.CollisionLayer == (int)CollisionGroup.GlassLayer || otherPhysics.CollisionLayer == (int)CollisionGroup.GlassAirlockLayer || otherPhysics.CollisionLayer == (int)CollisionGroup.TableLayer)
continue;
//If the colliding entity is a slippable item ignore it by the airlock
if (otherPhysics.CollisionLayer == (int)CollisionGroup.SlipLayer && otherPhysics.CollisionMask == (int)CollisionGroup.ItemMask)
continue;
if ((physics.CollisionMask & otherPhysics.CollisionLayer) == 0 && (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
continue;
if (_entityLookup.GetWorldAABB(otherPhysics.Owner).IntersectPercentage(doorAABB) < IntersectPercentage)
continue;
yield return otherPhysics.Owner;
}
}
private void PreventCollision(EntityUid uid, DoorComponent component, ref PreventCollideEvent args)
{
if (component.CurrentlyCrushing.Contains(args.OtherEntity))
{
args.Cancelled = true;
}
}
protected virtual void HandleCollide(EntityUid uid, DoorComponent door, ref 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
/// <summary>
/// Does the user have the permissions required to open this door?
/// </summary>
public bool HasAccess(EntityUid uid, EntityUid? user = null, DoorComponent? door = 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<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
return true;
// Anyone can click to open firelocks
if (Resolve(uid, ref door) && door.State == DoorState.Closed &&
TryComp<FirelockComponent>(uid, out var firelock))
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(user.Value, uid, access),
AccessTypes.AllowAllNoExternal => !isExternal,
_ => _accessReaderSystem.IsAllowed(user.Value, uid, access)
};
}
/// <summary>
/// Determines the base access behavior of all doors on the station.
/// </summary>
public AccessTypes AccessType = AccessTypes.Id;
/// <summary>
/// How door access should be handled.
/// </summary>
public enum AccessTypes
{
/// <summary> ID based door access. </summary>
Id,
/// <summary>
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
/// </summary>
AllowAllIdExternal,
/// <summary>
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
/// ID access.
/// </summary>
AllowAllNoExternal,
/// <summary> Allows everyone to open all doors. </summary>
AllowAll
}
#endregion
#region Updating
/// <summary>
/// Schedule an open or closed door to progress to the next state after some time.
/// </summary>
/// <remarks>
/// If the requested delay is null or non-positive, this will make the door stay open or closed indefinitely.
/// </remarks>
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);
}
/// <summary>
/// Iterate over active doors and progress them to the next state if they need to be updated.
/// </summary>
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);
if (door.State == DoorState.Closed &&
TryComp<PhysicsComponent>(door.Owner, out var doorBody))
{
// If something bumped into us during closing then start to re-open, otherwise, remove it from active.
_activeDoors.Remove(door);
CheckDoorBump(door, doorBody);
}
}
}
protected virtual void CheckDoorBump(DoorComponent component, PhysicsComponent body) { }
/// <summary>
/// Makes a door proceed to the next state (if applicable).
/// </summary>
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.
Log.Error($"Welded door was in the list of active doors. Door: {ToPrettyString(door.Owner)}");
break;
}
}
#endregion
protected abstract void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
}