339 lines
13 KiB
C#
339 lines
13 KiB
C#
using Content.Server.Access;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Construction;
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using Content.Server.Construction.Components;
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using Content.Server.Doors.Components;
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using Content.Server.Tools;
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using Content.Server.Tools.Systems;
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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.Database;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Tools.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using System.Linq;
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namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly ConstructionSystem _constructionSystem = default!;
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[Dependency] private readonly ToolSystem _toolSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<DoorComponent, InteractUsingEvent>(OnInteractUsing, after: new[] { typeof(ConstructionSystem) });
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// Mob prying doors
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SubscribeLocalEvent<DoorComponent, GetVerbsEvent<AlternativeVerb>>(OnDoorAltVerb);
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SubscribeLocalEvent<DoorComponent, PryFinishedEvent>(OnPryFinished);
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SubscribeLocalEvent<DoorComponent, PryCancelledEvent>(OnPryCancelled);
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SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
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SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
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}
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protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
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{
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// TODO once access permissions are shared, move this back to shared.
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if (args.Handled || !door.ClickOpen)
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return;
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TryToggleDoor(uid, door, args.User);
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args.Handled = true;
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}
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protected override void SetCollidable(EntityUid uid, 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 (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
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_airtightSystem.SetAirblocked(airtight, collidable);
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// Pathfinding / AI stuff.
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RaiseLocalEvent(new AccessReaderChangeEvent(uid, collidable));
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base.SetCollidable(uid, collidable, door, physics, occluder);
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}
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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//
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
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//
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// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
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// an open door), then the audio would only be played for the client performing the interaction.
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//
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// So we do this:
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// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
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// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
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// - Major exception is player interactions, which other players cannot predict
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// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
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// interaction.
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/// <summary>
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/// Selectively send sound to clients, taking care to not send the double-audio.
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/// </summary>
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/// <param name="uid">The audio source</param>
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/// <param name="sound">The sound</param>
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/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
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/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
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/// this assumes it would have been predicted by all players in PVS range.</param>
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protected override void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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{
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// If this sound would have been predicted by all clients, do not play any audio.
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if (predicted && predictingPlayer == null)
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return;
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var filter = Filter.Pvs(uid);
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if (predicted)
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{
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// This interaction is predicted, but only by the instigating user, who will have played their own sounds.
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filter.RemoveWhereAttachedEntity(e => e == predictingPlayer);
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}
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// send the sound to players.
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SoundSystem.Play(sound, filter, uid, audioParams);
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}
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#region DoAfters
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/// <summary>
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/// Weld or pry open a door.
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/// </summary>
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private void OnInteractUsing(EntityUid uid, DoorComponent door, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp(args.Used, out ToolComponent? tool))
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return;
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if (tool.Qualities.Contains(door.PryingQuality))
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{
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args.Handled = TryPryDoor(uid, args.Used, args.User, door);
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return;
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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, 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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private void OnDoorAltVerb(EntityUid uid, DoorComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !TryComp<ToolComponent>(args.User, out var tool) || !tool.Qualities.Contains(component.PryingQuality)) return;
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args.Verbs.Add(new AlternativeVerb()
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{
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Text = "Pry door",
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Impact = LogImpact.Low,
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Act = () => TryPryDoor(uid, args.User, args.User, component, true),
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});
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}
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/// <summary>
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/// Pry open a door. This does not check if the user is holding the required tool.
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/// </summary>
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private bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, bool force = false)
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{
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if (door.BeingPried) return false;
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if (door.State == DoorState.Welded)
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return false;
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if (!force)
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{
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var canEv = new BeforeDoorPryEvent(user);
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RaiseLocalEvent(target, canEv, false);
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if (canEv.Cancelled)
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// mark handled, as airlock component will cancel after generating a pop-up & you don't want to pry a tile
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// under a windoor.
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return true;
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}
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var modEv = new DoorGetPryTimeModifierEvent();
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RaiseLocalEvent(target, modEv, false);
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door.BeingPried = true;
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_toolSystem.UseTool(tool, user, target, 0f, modEv.PryTimeModifier * door.PryTime, door.PryingQuality,
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new PryFinishedEvent(), new PryCancelledEvent(), target);
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return true; // we might not actually succeeded, but a do-after has started
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}
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private void OnPryCancelled(EntityUid uid, DoorComponent door, PryCancelledEvent args)
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{
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door.BeingPried = false;
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}
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private void OnPryFinished(EntityUid uid, DoorComponent door, PryFinishedEvent args)
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{
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door.BeingPried = false;
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if (door.State == DoorState.Closed)
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StartOpening(uid, door);
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else if (door.State == DoorState.Open)
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StartClosing(uid, door);
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}
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#endregion
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/// <summary>
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/// Does the user have the permissions required to open this door?
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/// </summary>
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public override bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
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{
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// TODO network AccessComponent for predicting doors
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// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
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if (user == null || AccessType == AccessTypes.AllowAll)
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return true;
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// If the door is on emergency access we skip the checks.
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if (TryComp<SharedAirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
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return true;
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if (!Resolve(uid, ref access, false))
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return true;
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var isExternal = access.AccessLists.Any(list => list.Contains("External"));
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return AccessType switch
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{
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// Some game modes modify access rules.
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AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, access),
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AccessTypes.AllowAllNoExternal => !isExternal,
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_ => _accessReaderSystem.IsAllowed(user.Value, access)
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};
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}
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/// <summary>
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/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
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/// generate "access denied" sounds as you fire at a door.
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/// </summary>
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protected override void HandleCollide(EntityUid uid, DoorComponent door, StartCollideEvent args)
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{
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// TODO ACCESS READER move access reader to shared and predict door opening/closing
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// Then this can be moved to the shared system without mispredicting.
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if (!door.BumpOpen)
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return;
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if (door.State != DoorState.Closed)
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return;
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var otherUid = args.OtherFixture.Body.Owner;
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if (Tags.HasTag(otherUid, "DoorBumpOpener"))
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TryOpen(uid, door, otherUid);
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}
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private void OnMapInit(EntityUid uid, DoorComponent door, MapInitEvent args)
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{
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// Ensure that the construction component is aware of the board container.
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if (TryComp(uid, out ConstructionComponent? construction))
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_constructionSystem.AddContainer(uid, "board", construction);
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// We don't do anything if this is null or empty.
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if (string.IsNullOrEmpty(door.BoardPrototype))
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return;
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var container = uid.EnsureContainer<Container>("board", out var existed);
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if (existed & container.ContainedEntities.Count != 0)
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{
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// We already contain a board. Note: We don't check if it's the right one!
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return;
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}
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var board = EntityManager.SpawnEntity(door.BoardPrototype, Transform(uid).Coordinates);
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if(!container.Insert(board))
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Logger.Warning($"Couldn't insert board {ToPrettyString(board)} into door {ToPrettyString(uid)}!");
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, GotEmaggedEvent args)
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{
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if(TryComp<AirlockComponent>(uid, out var airlockComponent))
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{
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if (airlockComponent.BoltsDown || !airlockComponent.IsPowered())
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return;
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if (door.State == DoorState.Closed)
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{
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SetState(uid, DoorState.Emagging, door);
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PlaySound(uid, door.SparkSound.GetSound(), AudioParams.Default.WithVolume(8), args.UserUid, false);
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args.Handled = true;
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}
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}
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}
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public override 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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DoorState lastState = door.State;
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SetState(uid, DoorState.Opening, door);
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if (door.OpenSound != null)
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PlaySound(uid, door.OpenSound.GetSound(), AudioParams.Default.WithVolume(-5), user, predicted);
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if(lastState == DoorState.Emagging && TryComp<AirlockComponent>(door.Owner, out var airlockComponent))
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airlockComponent?.SetBoltsWithAudio(!airlockComponent.IsBolted());
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}
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protected override void CheckDoorBump(DoorComponent component, PhysicsComponent body)
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{
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if (component.BumpOpen)
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{
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foreach (var other in PhysicsSystem.GetCollidingEntities(body))
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{
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if (Tags.HasTag(other.Owner, "DoorBumpOpener") &&
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TryOpen(component.Owner, component, other.Owner, false, quiet: true)) break;
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}
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}
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}
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}
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public sealed class PryFinishedEvent : EntityEventArgs { }
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public sealed class PryCancelledEvent : EntityEventArgs { }
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