822 lines
29 KiB
C#
822 lines
29 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Doors.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.Prying.Components;
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using Content.Shared.Prying.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Map.Components;
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namespace Content.Shared.Doors.Systems;
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public abstract partial class SharedDoorSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] protected readonly SharedPhysicsSystem PhysicsSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] protected readonly TagSystem Tags = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
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[Dependency] private readonly OccluderSystem _occluder = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _powerReceiver = default!;
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[ValidatePrototypeId<TagPrototype>]
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public const string DoorBumpTag = "DoorBumpOpener";
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/// <summary>
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/// A set of doors that are currently opening, closing, or just queued to open/close after some delay.
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/// </summary>
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private readonly HashSet<Entity<DoorComponent>> _activeDoors = new();
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private readonly HashSet<Entity<PhysicsComponent>> _doorIntersecting = new();
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public override void Initialize()
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{
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base.Initialize();
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InitializeBolts();
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SubscribeLocalEvent<DoorComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<DoorComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<DoorComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DoorComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<DoorComponent, BeforePryEvent>(OnBeforePry);
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SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
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SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
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SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<DoorComponent, GetPryTimeModifierEvent>(OnPryTimeModifier);
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SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
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}
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protected virtual void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
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{
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var door = ent.Comp;
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if (door.NextStateChange != null)
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_activeDoors.Add(ent);
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else
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{
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// Make sure doors are not perpetually stuck opening or closing.
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if (door.State == DoorState.Opening)
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{
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// force to open.
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door.State = DoorState.Open;
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door.Partial = false;
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}
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if (door.State == DoorState.Closing)
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{
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// force to closed.
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door.State = DoorState.Closed;
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door.Partial = false;
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}
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}
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// should this door have collision and the like enabled?
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var collidable = door.State == DoorState.Closed
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|| door.State == DoorState.Closing && door.Partial
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|| door.State == DoorState.Opening && !door.Partial;
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SetCollidable(ent, collidable, door);
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AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
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}
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private void OnRemove(Entity<DoorComponent> door, ref ComponentRemove args)
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{
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_activeDoors.Remove(door);
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Access))
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return;
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if (!TryComp<AirlockComponent>(uid, out var airlock))
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return;
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if (IsBolted(uid) || !airlock.Powered)
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return;
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if (door.State != DoorState.Closed)
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return;
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if (!SetState(uid, DoorState.Emagging, door))
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return;
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args.Repeatable = true;
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args.Handled = true;
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}
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#region StateManagement
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private void OnHandleState(Entity<DoorComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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var door = ent.Comp;
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if (door.NextStateChange == null)
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_activeDoors.Remove(ent);
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else
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_activeDoors.Add(ent);
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RaiseLocalEvent(ent, new DoorStateChangedEvent(door.State));
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}
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public bool SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref door))
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return false;
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// If no change, return to avoid firing a new DoorStateChangedEvent.
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if (state == door.State)
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return false;
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switch (state)
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{
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case DoorState.Opening:
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_activeDoors.Add((uid, door));
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door.NextStateChange = GameTiming.CurTime + door.OpenTimeOne;
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break;
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case DoorState.Closing:
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_activeDoors.Add((uid, door));
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeOne;
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break;
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case DoorState.Denying:
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_activeDoors.Add((uid, door));
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door.NextStateChange = GameTiming.CurTime + door.DenyDuration;
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break;
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case DoorState.Emagging:
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_activeDoors.Add((uid, door));
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door.NextStateChange = GameTiming.CurTime + door.EmagDuration;
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break;
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case DoorState.Open:
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door.Partial = false;
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if (door.NextStateChange == null)
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_activeDoors.Remove((uid, door));
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break;
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case DoorState.Closed:
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// May want to keep the door around to re-check for opening if we got a contact during closing.
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door.Partial = false;
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break;
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}
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door.State = state;
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Dirty(uid, door);
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RaiseLocalEvent(uid, new DoorStateChangedEvent(state));
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AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
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return true;
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}
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#endregion
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#region Interactions
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protected void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex || !door.ClickOpen)
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return;
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if (!TryToggleDoor(uid, door, args.User, predicted: true))
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_pryingSystem.TryPry(uid, args.User, out _);
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args.Handled = true;
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}
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private void OnPryTimeModifier(EntityUid uid, DoorComponent door, ref GetPryTimeModifierEvent args)
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{
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args.BaseTime = door.PryTime;
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}
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private void OnBeforePry(EntityUid uid, DoorComponent door, ref BeforePryEvent args)
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{
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if (door.State == DoorState.Welded || !door.CanPry)
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args.Cancelled = true;
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}
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/// <summary>
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/// Open or close a door after it has been successfully pried.
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/// </summary>
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private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
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{
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if (door.State == DoorState.Closed)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
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StartOpening(uid, door, args.User, true);
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}
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else if (door.State == DoorState.Open)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
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StartClosing(uid, door, args.User, true);
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}
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}
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private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
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{
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if (component.CurrentlyCrushing.Count > 0)
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{
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args.Cancel();
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return;
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}
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if (component.State != DoorState.Closed && component.State != DoorState.Welded)
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{
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args.Cancel();
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}
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}
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private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
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{
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if (component.State == DoorState.Closed)
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SetState(uid, DoorState.Welded, component);
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else if (component.State == DoorState.Welded)
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SetState(uid, DoorState.Closed, component);
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}
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/// <summary>
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/// Update the door state/visuals and play an access denied sound when a user without access interacts with the
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/// door.
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/// </summary>
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public void Deny(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return;
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if (door.State != DoorState.Closed)
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return;
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// might not be able to deny without power or some other blocker.
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var ev = new BeforeDoorDeniedEvent();
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RaiseLocalEvent(uid, ev);
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if (ev.Cancelled)
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return;
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if (!SetState(uid, DoorState.Denying, door))
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return;
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if (predicted)
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Audio.PlayPredicted(door.DenySound, uid, user, AudioParams.Default.WithVolume(-3));
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else if (_net.IsServer)
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Audio.PlayPvs(door.DenySound, uid, AudioParams.Default.WithVolume(-3));
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}
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public bool TryToggleDoor(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (door.State is DoorState.Closed or DoorState.Denying)
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{
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return TryOpen(uid, door, user, predicted, quiet: door.State == DoorState.Denying);
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}
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if (door.State == DoorState.Open)
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{
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return TryClose(uid, door, user, predicted);
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}
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return false;
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}
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#endregion
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#region Opening
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public bool TryOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false, bool quiet = false)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (!CanOpen(uid, door, user, quiet))
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return false;
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StartOpening(uid, door, user, predicted);
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return true;
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}
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public bool CanOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (door.State == DoorState.Welded)
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return false;
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var ev = new BeforeDoorOpenedEvent() { User = user };
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RaiseLocalEvent(uid, ev);
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user, door))
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{
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if (!quiet)
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Deny(uid, door, user, predicted: true);
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return false;
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}
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return true;
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}
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/// <summary>
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/// Immediately start opening a door
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/// </summary>
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/// <param name="uid"> The uid of the door</param>
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/// <param name="door"> The doorcomponent of the door</param>
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/// <param name="user"> The user (if any) opening the door</param>
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/// <param name="predicted">Whether the interaction would have been
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/// predicted. See comments in the PlaySound method on the Server system for details</param>
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public void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return;
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var lastState = door.State;
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if (!SetState(uid, DoorState.Opening, door))
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return;
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if (predicted)
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Audio.PlayPredicted(door.OpenSound, uid, user, AudioParams.Default.WithVolume(-5));
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else if (_net.IsServer)
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Audio.PlayPvs(door.OpenSound, uid, AudioParams.Default.WithVolume(-5));
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if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
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SetBoltsDown((uid, doorBoltComponent), !doorBoltComponent.BoltsDown, user, true);
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}
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/// <summary>
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/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
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/// </summary>
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public void OnPartialOpen(EntityUid uid, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref door))
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return;
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SetCollidable(uid, false, door);
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door.Partial = true;
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
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_activeDoors.Add((uid, door));
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Dirty(uid, door);
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}
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/// <summary>
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/// Opens and then bolts a door.
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/// Different from emagging this does not remove the access reader, so it can be repaired by simply unbolting the door.
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/// </summary>
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public bool TryOpenAndBolt(EntityUid uid, DoorComponent? door = null, AirlockComponent? airlock = null)
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{
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if (!Resolve(uid, ref door, ref airlock))
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return false;
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if (IsBolted(uid) || !airlock.Powered || door.State != DoorState.Closed)
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{
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return false;
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}
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SetState(uid, DoorState.Emagging, door);
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return true;
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}
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#endregion
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#region Closing
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public bool TryClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return false;
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if (!CanClose(uid, door, user))
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return false;
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StartClosing(uid, door, user, predicted);
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return true;
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}
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/// <summary>
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/// Immediately start closing a door
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/// </summary>
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/// <param name="uid"> The uid of the door</param>
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/// <param name="door"> The doorcomponent of the door</param>
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/// <param name="user"> The user (if any) opening the door</param>
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public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool partial = false)
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{
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if (!Resolve(uid, ref door))
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return false;
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// since both closing/closed and welded are door states, we need to prevent 'closing'
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// a welded door or else there will be weird state bugs
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if (door.State is DoorState.Welded or DoorState.Closed)
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return false;
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var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck, partial);
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RaiseLocalEvent(uid, ev);
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user, door))
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return false;
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return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
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}
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public void StartClosing(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return;
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if (!SetState(uid, DoorState.Closing, door))
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return;
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if (predicted)
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Audio.PlayPredicted(door.CloseSound, uid, user, AudioParams.Default.WithVolume(-5));
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else if (_net.IsServer)
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Audio.PlayPvs(door.CloseSound, uid, AudioParams.Default.WithVolume(-5));
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}
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/// <summary>
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/// Called when the door is partially closed. This is when the door becomes "solid". If this process fails (e.g., a
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/// mob entered the door as it was closing), then this returns false. Otherwise, returns true;
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/// </summary>
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public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
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{
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if (!Resolve(uid, ref door, ref physics))
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return false;
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// Make sure no entity walked into the airlock when it started closing.
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if (!CanClose(uid, door, partial: true))
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{
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door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
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door.State = DoorState.Open;
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AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Open);
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Dirty(uid, door);
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return false;
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}
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door.Partial = true;
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SetCollidable(uid, true, door, physics);
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
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Dirty(uid, door);
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_activeDoors.Add((uid, door));
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// Crush any entities. Note that we don't check airlock safety here. This should have been checked before
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// the door closed.
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Crush(uid, door, physics);
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return true;
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}
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#endregion
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#region Collisions
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protected virtual void SetCollidable(
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EntityUid uid,
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bool collidable,
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DoorComponent? door = null,
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PhysicsComponent? physics = null,
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OccluderComponent? occluder = null)
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{
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if (!Resolve(uid, ref door))
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return;
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if (Resolve(uid, ref physics, false))
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PhysicsSystem.SetCanCollide(uid, collidable, body: physics);
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if (!collidable)
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door.CurrentlyCrushing.Clear();
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if (door.Occludes)
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_occluder.SetEnabled(uid, collidable, occluder);
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}
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/// <summary>
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/// Crushes everyone colliding with us by more than <see cref="IntersectPercentage"/>%.
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/// </summary>
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public void Crush(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
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{
|
|
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;
|
|
|
|
var xform = Transform(uid);
|
|
// Getting the world bounds from the gridUid allows us to use the version of
|
|
// GetCollidingEntities that returns Entity<PhysicsComponent>
|
|
if (!TryComp<MapGridComponent>(xform.GridUid, out var mapGridComp))
|
|
yield break;
|
|
var tileRef = _mapSystem.GetTileRef(xform.GridUid.Value, mapGridComp, xform.Coordinates);
|
|
|
|
_doorIntersecting.Clear();
|
|
_entityLookup.GetLocalEntitiesIntersecting(xform.GridUid.Value, tileRef.GridIndices, _doorIntersecting, gridComp: mapGridComp, flags: (LookupFlags.All & ~LookupFlags.Sensors));
|
|
|
|
// TODO SLOTH fix electro's code.
|
|
// ReSharper disable once InconsistentNaming
|
|
|
|
foreach (var otherPhysics in _doorIntersecting)
|
|
{
|
|
if (otherPhysics.Comp == physics)
|
|
continue;
|
|
|
|
if (!otherPhysics.Comp.CanCollide)
|
|
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.Comp.CollisionLayer == (int) CollisionGroup.GlassLayer || otherPhysics.Comp.CollisionLayer == (int) CollisionGroup.GlassAirlockLayer || otherPhysics.Comp.CollisionLayer == (int) CollisionGroup.TableLayer)
|
|
continue;
|
|
|
|
// Ignore low-passable entities.
|
|
if ((otherPhysics.Comp.CollisionMask & (int)CollisionGroup.LowImpassable) == 0)
|
|
continue;
|
|
|
|
//For when doors need to close over conveyor belts
|
|
if (otherPhysics.Comp.CollisionLayer == (int) CollisionGroup.ConveyorMask)
|
|
continue;
|
|
|
|
if ((physics.CollisionMask & otherPhysics.Comp.CollisionLayer) == 0 && (otherPhysics.Comp.CollisionMask & physics.CollisionLayer) == 0)
|
|
continue;
|
|
|
|
yield return otherPhysics.Owner;
|
|
}
|
|
}
|
|
|
|
private void PreventCollision(EntityUid uid, DoorComponent component, ref PreventCollideEvent args)
|
|
{
|
|
if (component.CurrentlyCrushing.Contains(args.OtherEntity))
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
/// <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>
|
|
private void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
|
|
{
|
|
if (!door.BumpOpen)
|
|
return;
|
|
|
|
if (door.State is not (DoorState.Closed or DoorState.Denying))
|
|
return;
|
|
|
|
var otherUid = args.OtherEntity;
|
|
|
|
if (Tags.HasTag(otherUid, DoorBumpTag))
|
|
TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying, predicted: true);
|
|
}
|
|
#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((uid, door));
|
|
return;
|
|
}
|
|
|
|
door.NextStateChange = GameTiming.CurTime + delay.Value;
|
|
Dirty(uid, door);
|
|
|
|
_activeDoors.Add((uid, door));
|
|
}
|
|
|
|
protected void CheckDoorBump(Entity<DoorComponent, PhysicsComponent> ent)
|
|
{
|
|
var (uid, door, physics) = ent;
|
|
if (door.BumpOpen)
|
|
{
|
|
foreach (var other in PhysicsSystem.GetContactingEntities(uid, physics))
|
|
{
|
|
if (Tags.HasTag(other, DoorBumpTag) && TryOpen(uid, door, other, quiet: true))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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 ent in _activeDoors.ToList())
|
|
{
|
|
var door = ent.Comp;
|
|
if (door.Deleted || door.NextStateChange == null)
|
|
{
|
|
_activeDoors.Remove(ent);
|
|
continue;
|
|
}
|
|
|
|
if (Paused(ent))
|
|
continue;
|
|
|
|
if (door.NextStateChange.Value < time)
|
|
NextState(ent, time);
|
|
|
|
if (door.State == DoorState.Closed &&
|
|
TryComp<PhysicsComponent>(ent, out var doorBody))
|
|
{
|
|
// If something bumped into us during closing then start to re-open, otherwise, remove it from active.
|
|
_activeDoors.Remove(ent);
|
|
CheckDoorBump((ent, door, doorBody));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes a door proceed to the next state (if applicable).
|
|
/// </summary>
|
|
private void NextState(Entity<DoorComponent> ent, TimeSpan time)
|
|
{
|
|
var door = ent.Comp;
|
|
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(ent, door);
|
|
|
|
switch (door.State)
|
|
{
|
|
case DoorState.Opening:
|
|
// Either fully or partially open this door.
|
|
if (door.Partial)
|
|
SetState(ent, DoorState.Open, door);
|
|
else
|
|
OnPartialOpen(ent, door);
|
|
|
|
break;
|
|
|
|
case DoorState.Closing:
|
|
// Either fully or partially close this door.
|
|
if (door.Partial)
|
|
SetState(ent, DoorState.Closed, door);
|
|
else
|
|
OnPartialClose(ent, door);
|
|
|
|
break;
|
|
|
|
case DoorState.Denying:
|
|
// Finish denying entry and return to the closed state.
|
|
SetState(ent, DoorState.Closed, door);
|
|
break;
|
|
|
|
case DoorState.Emagging:
|
|
StartOpening(ent, door);
|
|
break;
|
|
|
|
case DoorState.Open:
|
|
// This door is open, and queued for an auto-close.
|
|
if (!TryClose(ent, door))
|
|
{
|
|
// 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(ent)}");
|
|
break;
|
|
}
|
|
}
|
|
#endregion
|
|
}
|