623 lines
21 KiB
C#
623 lines
21 KiB
C#
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;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Tools.Components;
|
|
using Content.Shared.Verbs;
|
|
|
|
namespace Content.Shared.Doors.Systems;
|
|
|
|
public abstract class SharedDoorSystem : EntitySystem
|
|
{
|
|
[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 IGameTiming GameTiming = default!;
|
|
[Dependency] protected readonly SharedAudioSystem Audio = default!;
|
|
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = 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>(OnInit);
|
|
SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
|
|
|
|
SubscribeLocalEvent<DoorComponent, ComponentGetState>(OnGetState);
|
|
SubscribeLocalEvent<DoorComponent, ComponentHandleState>(OnHandleState);
|
|
|
|
SubscribeLocalEvent<DoorComponent, ActivateInWorldEvent>(OnActivate);
|
|
|
|
SubscribeLocalEvent<DoorComponent, StartCollideEvent>(HandleCollide);
|
|
SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(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:
|
|
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);
|
|
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(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;
|
|
}
|
|
|
|
/// <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();
|
|
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, 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, 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;
|
|
}
|
|
|
|
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, 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;
|
|
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;
|
|
}
|
|
|
|
/// <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);
|
|
|
|
_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;
|
|
|
|
if (!otherPhysics.CanCollide)
|
|
continue;
|
|
|
|
if (otherPhysics.BodyType == BodyType.Static || (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, 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;
|
|
}
|
|
|
|
/// <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.
|
|
Logger.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);
|
|
}
|