* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
348 lines
11 KiB
C#
348 lines
11 KiB
C#
using System;
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using System.Linq;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Doors
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class ServerDoorComponent : Component, IActivate, ICollideBehavior
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{
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public override string Name => "Door";
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private DoorState _state = DoorState.Closed;
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protected virtual DoorState State
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{
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get => _state;
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set => _state = value;
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}
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protected float OpenTimeCounter;
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protected bool AutoClose = true;
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protected const float AutoCloseDelay = 5;
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protected float CloseSpeed = AutoCloseDelay;
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private AirtightComponent airtightComponent;
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private ICollidableComponent _collidableComponent;
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private AppearanceComponent _appearance;
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private CancellationTokenSource _cancellationTokenSource;
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private static readonly TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.3f);
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private static readonly TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.9f);
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private static readonly TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.3f);
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private static readonly TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.9f);
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private static readonly TimeSpan DenyTime = TimeSpan.FromSeconds(0.45f);
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private const int DoorCrushDamage = 15;
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private const float DoorStunTime = 5f;
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protected bool Safety = true;
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[ViewVariables] private bool _occludes;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _occludes, "occludes", true);
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}
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public override void Initialize()
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{
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base.Initialize();
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airtightComponent = Owner.GetComponent<AirtightComponent>();
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_collidableComponent = Owner.GetComponent<ICollidableComponent>();
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_appearance = Owner.GetComponent<AppearanceComponent>();
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_cancellationTokenSource = new CancellationTokenSource();
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}
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public override void OnRemove()
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{
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_cancellationTokenSource.Cancel();
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_collidableComponent = null;
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_appearance = null;
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base.OnRemove();
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}
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protected virtual void ActivateImpl(ActivateEventArgs eventArgs)
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{
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if (State == DoorState.Open)
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{
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TryClose(eventArgs.User);
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}
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else if (State == DoorState.Closed)
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{
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TryOpen(eventArgs.User);
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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ActivateImpl(eventArgs);
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (State != DoorState.Closed)
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{
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return;
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}
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// Disabled because it makes it suck hard to walk through double doors.
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if (entity.HasComponent<IBodyManagerComponent>())
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{
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if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
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/*
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// TODO: temporary hack to fix the physics system raising collision events akwardly.
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// E.g. when moving parallel to a door by going off the side of a wall.
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var (walking, sprinting) = mover.VelocityDir;
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// Also TODO: walking and sprint dir are added together here
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// instead of calculating their contribution correctly.
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var dotProduct = Vector2.Dot((sprinting + walking).Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
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if (dotProduct <= -0.85f)
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TryOpen(entity);
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*/
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TryOpen(entity);
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}
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}
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private void SetAppearance(DoorVisualState state)
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{
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if (_appearance != null || Owner.TryGetComponent(out _appearance))
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_appearance.SetData(DoorVisuals.VisualState, state);
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}
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public virtual bool CanOpen()
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{
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return true;
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}
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public bool CanOpen(IEntity user)
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{
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if (!CanOpen()) return false;
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if (!Owner.TryGetComponent(out AccessReader accessReader))
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{
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return true;
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}
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return accessReader.IsAllowed(user);
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}
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public void TryOpen(IEntity user)
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{
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if (!CanOpen(user))
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{
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Deny();
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return;
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}
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Open();
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if (user.TryGetComponent(out HandsComponent hands) && hands.Count == 0)
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/bang.ogg", Owner,
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AudioParams.Default.WithVolume(-2));
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}
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}
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public void Open()
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{
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if (State != DoorState.Closed)
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{
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return;
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}
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State = DoorState.Opening;
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SetAppearance(DoorVisualState.Opening);
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if (_occludes && Owner.TryGetComponent(out OccluderComponent occluder))
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{
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occluder.Enabled = false;
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}
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Timer.Spawn(OpenTimeOne, async () =>
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{
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airtightComponent.AirBlocked = false;
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_collidableComponent.Hard = false;
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await Timer.Delay(OpenTimeTwo, _cancellationTokenSource.Token);
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, false));
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}
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public virtual bool CanClose()
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{
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return true;
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}
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public bool CanClose(IEntity user)
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{
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if (!CanClose()) return false;
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if (!Owner.TryGetComponent(out AccessReader accessReader))
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{
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return true;
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}
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return accessReader.IsAllowed(user);
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}
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public void TryClose(IEntity user)
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{
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if (!CanClose(user))
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{
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Deny();
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return;
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}
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Close();
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}
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private void CheckCrush()
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{
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// Check if collides with something
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var collidesWith = _collidableComponent.GetCollidingEntities(Vector2.Zero, false);
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if (collidesWith.Count() != 0)
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{
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// Crush
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bool hitSomeone = false;
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foreach (var e in collidesWith)
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{
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if (!e.TryGetComponent(out StunnableComponent stun)
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|| !e.TryGetComponent(out IDamageableComponent damage)
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|| !e.TryGetComponent(out ICollidableComponent otherBody)
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|| !Owner.TryGetComponent(out ICollidableComponent body))
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continue;
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var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
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if (percentage < 0.1f)
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continue;
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damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
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stun.Paralyze(DoorStunTime);
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hitSomeone = true;
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}
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// If we hit someone, open up after stun (opens right when stun ends)
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if (hitSomeone)
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{
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Timer.Spawn(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, () => Open());
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}
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}
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}
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public bool Close()
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{
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bool shouldCheckCrush = false;
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if (_collidableComponent.IsColliding(Vector2.Zero, false))
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{
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if (Safety)
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return false;
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// check if we crush someone while closing
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shouldCheckCrush = true;
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}
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State = DoorState.Closing;
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OpenTimeCounter = 0;
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SetAppearance(DoorVisualState.Closing);
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if (_occludes && Owner.TryGetComponent(out OccluderComponent occluder))
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{
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occluder.Enabled = true;
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}
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Timer.Spawn(CloseTimeOne, async () =>
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{
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if (shouldCheckCrush)
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{
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CheckCrush();
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}
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airtightComponent.AirBlocked = true;
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_collidableComponent.Hard = true;
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await Timer.Delay(CloseTimeTwo, _cancellationTokenSource.Token);
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State = DoorState.Closed;
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SetAppearance(DoorVisualState.Closed);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, true));
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return true;
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}
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public virtual void Deny()
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{
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if (State == DoorState.Open)
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{
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return;
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}
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SetAppearance(DoorVisualState.Deny);
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Timer.Spawn(DenyTime, () =>
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{
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SetAppearance(DoorVisualState.Closed);
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}, _cancellationTokenSource.Token);
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}
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public virtual void OnUpdate(float frameTime)
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{
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if (State != DoorState.Open)
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{
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return;
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}
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if (AutoClose)
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{
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OpenTimeCounter += frameTime;
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}
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if (OpenTimeCounter > CloseSpeed)
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{
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if (!CanClose() || !Close())
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{
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// Try again in 2 seconds if it's jammed or something.
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OpenTimeCounter -= 2;
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}
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}
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}
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protected enum DoorState
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{
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Closed,
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Open,
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Closing,
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Opening,
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}
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}
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}
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