using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
-using Content.Shared.Prying.Components;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
base.Initialize();
SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
- SubscribeLocalEvent<AirlockComponent, BeforePryEvent>(OnAirlockPryAttempt);
- }
-
- private void OnAirlockPryAttempt(EntityUid uid, AirlockComponent component, ref BeforePryEvent args)
- {
- // TODO: Temporary until airlocks predicted.
- args.Cancelled = true;
}
private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
|| state == DoorState.Denying
|| (state == DoorState.Open && comp.OpenUnlitVisible)
|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights))
- && !boltedVisible && !emergencyLightsVisible; ;
+ && !boltedVisible && !emergencyLightsVisible;
}
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
&& !boltedVisible
);
}
+
+ switch (state)
+ {
+ case DoorState.Open:
+ args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
+ args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
+ break;
+ case DoorState.Closed:
+ args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
+ args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
+ break;
+ }
}
}
+++ /dev/null
-using Content.Client.Wires.Visualizers;
-using Content.Shared.Doors.Components;
-using Content.Shared.Doors.Systems;
-using Robust.Client.Animations;
-using Robust.Client.GameObjects;
-
-namespace Content.Client.Doors;
-
-public sealed class DoorBoltSystem : SharedDoorBoltSystem
-{
- // Instantiate sub-class on client for prediction.
-}
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
-using Robust.Shared.Audio;
-using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Timing;
private void OnAppearanceChange(EntityUid uid, DoorComponent comp, ref AppearanceChangeEvent args)
{
- if (args.Sprite == null || !_gameTiming.IsFirstTimePredicted)
+ if (args.Sprite == null)
return;
if(!AppearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
{
if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
{
- Logger.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
+ Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
- foreach (ISpriteLayer layer in args.Sprite.AllLayers)
+ foreach (var layer in args.Sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}
break;
case DoorState.Opening:
if (animPlayer != null && comp.OpeningAnimationTime != 0.0)
- _animationSystem.Play(uid, animPlayer, (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
+ _animationSystem.Play((uid, animPlayer), (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Closing:
if (animPlayer != null && comp.ClosingAnimationTime != 0.0 && comp.CurrentlyCrushing.Count == 0)
- _animationSystem.Play(uid, animPlayer, (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
+ _animationSystem.Play((uid, animPlayer), (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Denying:
- if (animPlayer != null && comp.DenyingAnimation != default)
- _animationSystem.Play(uid, animPlayer, (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
+ if (animPlayer != null)
+ _animationSystem.Play((uid, animPlayer), (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Welded:
break;
case DoorState.Emagging:
- if (animPlayer != null && comp.EmaggingAnimation != default)
- _animationSystem.Play(uid, animPlayer, (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
+ if (animPlayer != null)
+ _animationSystem.Play((uid, animPlayer), (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException($"Invalid door visual state {state}");
}
}
-
- // TODO AUDIO PREDICT see comments in server-side PlaySound()
- protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
- {
- if (GameTiming.InPrediction && GameTiming.IsFirstTimePredicted)
- Audio.PlayEntity(soundSpecifier, Filter.Local(), uid, false, audioParams);
- }
}
public sealed partial class AdminVerbSystem
{
- [Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
+ [Dependency] private readonly DoorSystem _door = default!;
[Dependency] private readonly AirlockSystem _airlockSystem = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
: new SpriteSpecifier.Texture(new("/Textures/Interface/AdminActions/bolt.png")),
Act = () =>
{
- _boltsSystem.SetBoltsWithAudio(args.Target, bolts, !bolts.BoltsDown);
+ _door.SetBoltsDown((args.Target, bolts), !bolts.BoltsDown);
},
Impact = LogImpact.Medium,
Message = Loc.GetString(bolts.BoltsDown
[UsedImplicitly]
public sealed class DoorSignalControlSystem : EntitySystem
{
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
bolt = state == SignalState.High;
}
- _bolts.SetBoltsWithAudio(uid, bolts, bolt);
+ _doorSystem.SetBoltsDown((uid, bolts), bolt);
}
}
using Content.Server.DeviceLinking.Events;
using Content.Server.Power.Components;
-using Content.Server.Power.EntitySystems;
using Content.Server.Wires;
-using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Interaction;
using Content.Shared.Wires;
-using Content.Shared.Prying.Components;
using Robust.Shared.Player;
namespace Content.Server.Doors.Systems;
public sealed class AirlockSystem : SharedAirlockSystem
{
[Dependency] private readonly WiresSystem _wiresSystem = default!;
- [Dependency] private readonly PowerReceiverSystem _power = default!;
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
public override void Initialize()
{
SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
- SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
- SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
- SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new[] { typeof(DoorSystem) });
- SubscribeLocalEvent<AirlockComponent, GetPryTimeModifierEvent>(OnGetPryMod);
- SubscribeLocalEvent<AirlockComponent, BeforePryEvent>(OnBeforePry);
-
}
private void OnAirlockInit(EntityUid uid, AirlockComponent component, ComponentInit args)
private void OnPowerChanged(EntityUid uid, AirlockComponent component, ref PowerChangedEvent args)
{
+ component.Powered = args.Powered;
+ Dirty(uid, component);
+
if (TryComp<AppearanceComponent>(uid, out var appearanceComponent))
{
Appearance.SetData(uid, DoorVisuals.Powered, args.Powered, appearanceComponent);
}
}
- private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
- {
- // TODO move to shared? having this be server-side, but having client-side door opening/closing & prediction
- // means that sometimes the panels & bolt lights may be visible despite a door being completely open.
-
- // Only show the maintenance panel if the airlock is closed
- if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
- {
- _wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
- }
- // If the door is closed, we should look if the bolt was locked while closing
- UpdateAutoClose(uid, component);
-
- // Make sure the airlock auto closes again next time it is opened
- if (args.State == DoorState.Closed)
- component.AutoClose = true;
- }
-
- /// <summary>
- /// Updates the auto close timer.
- /// </summary>
- public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
- {
- if (!Resolve(uid, ref airlock, ref door))
- return;
-
- if (door.State != DoorState.Open)
- return;
-
- if (!airlock.AutoClose)
- return;
-
- if (!CanChangeState(uid, airlock))
- return;
-
- var autoev = new BeforeDoorAutoCloseEvent();
- RaiseLocalEvent(uid, autoev, false);
- if (autoev.Cancelled)
- return;
-
- DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
- }
-
- private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
- {
- if (!CanChangeState(uid, component))
- args.Cancel();
- }
-
- protected override void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
- {
- base.OnBeforeDoorClosed(uid, component, args);
-
- if (args.Cancelled)
- return;
-
- // only block based on bolts / power status when initially closing the door, not when its already
- // mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
- // the initial power-check.
-
- if (TryComp(uid, out DoorComponent? door)
- && !door.Partial
- && !CanChangeState(uid, component))
- {
- args.Cancel();
- }
- }
-
- private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
- {
- if (!CanChangeState(uid, component))
- args.Cancel();
- }
-
private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
{
if (TryComp<WiresPanelComponent>(uid, out var panel) &&
component.AutoClose = false;
}
}
-
- private void OnGetPryMod(EntityUid uid, AirlockComponent component, ref GetPryTimeModifierEvent args)
- {
- if (_power.IsPowered(uid))
- args.PryTimeModifier *= component.PoweredPryModifier;
-
- if (_bolts.IsBolted(uid))
- args.PryTimeModifier *= component.BoltedPryModifier;
- }
-
- private void OnBeforePry(EntityUid uid, AirlockComponent component, ref BeforePryEvent args)
- {
- if (args.Cancelled)
- return;
-
- if (!this.IsPowered(uid, EntityManager) || args.PryPowered)
- return;
-
- args.Message = "airlock-component-cannot-pry-is-powered-message";
-
- args.Cancelled = true;
-
- }
-
- public bool CanChangeState(EntityUid uid, AirlockComponent component)
- {
- return this.IsPowered(uid, EntityManager) && !_bolts.IsBolted(uid);
- }
}
+++ /dev/null
-using Content.Server.Power.Components;
-using Content.Server.Power.EntitySystems;
-using Content.Shared.Doors;
-using Content.Shared.Doors.Components;
-using Content.Shared.Doors.Systems;
-
-namespace Content.Server.Doors.Systems;
-
-public sealed class DoorBoltSystem : SharedDoorBoltSystem
-{
-
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<DoorBoltComponent, PowerChangedEvent>(OnPowerChanged);
- SubscribeLocalEvent<DoorBoltComponent, DoorStateChangedEvent>(OnStateChanged);
- }
-
- private void OnPowerChanged(EntityUid uid, DoorBoltComponent component, ref PowerChangedEvent args)
- {
- if (args.Powered)
- {
- if (component.BoltWireCut)
- SetBoltsWithAudio(uid, component, true);
- }
-
- UpdateBoltLightStatus(uid, component);
- }
-
- public void UpdateBoltLightStatus(EntityUid uid, DoorBoltComponent component)
- {
- if (!TryComp<AppearanceComponent>(uid, out var appearance))
- return;
-
- Appearance.SetData(uid, DoorVisuals.BoltLights, GetBoltLightsVisible(uid, component), appearance);
- }
-
- public bool GetBoltLightsVisible(EntityUid uid, DoorBoltComponent component)
- {
- return component.BoltLightsEnabled &&
- component.BoltsDown &&
- this.IsPowered(uid, EntityManager);
- }
-
- public void SetBoltLightsEnabled(EntityUid uid, DoorBoltComponent component, bool value)
- {
- if (component.BoltLightsEnabled == value)
- return;
-
- component.BoltLightsEnabled = value;
- UpdateBoltLightStatus(uid, component);
- }
-
- public void SetBoltsDown(EntityUid uid, DoorBoltComponent component, bool value)
- {
- if (component.BoltsDown == value)
- return;
-
- component.BoltsDown = value;
- UpdateBoltLightStatus(uid, component);
- }
-
- private void OnStateChanged(EntityUid uid, DoorBoltComponent component, DoorStateChangedEvent args)
- {
- // If the door is closed, we should look if the bolt was locked while closing
- UpdateBoltLightStatus(uid, component);
- }
-
- public void SetBoltsWithAudio(EntityUid uid, DoorBoltComponent component, bool newBolts)
- {
- if (newBolts == component.BoltsDown)
- return;
-
- component.BoltsDown = newBolts;
- Audio.PlayPvs(newBolts ? component.BoltDownSound : component.BoltUpSound, uid);
- UpdateBoltLightStatus(uid, component);
- }
-
- public bool IsBolted(EntityUid uid, DoorBoltComponent? component = null)
- {
- if (!Resolve(uid, ref component))
- {
- return false;
- }
-
- return component.BoltsDown;
- }
-}
-
using Content.Server.Access;
-using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
-using Content.Server.Power.EntitySystems;
-using Content.Shared.Database;
+using Content.Server.Power.Components;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
-using Content.Shared.Emag.Systems;
-using Content.Shared.Interaction;
-using Content.Shared.Prying.Components;
-using Content.Shared.Prying.Systems;
-using Content.Shared.Tools.Systems;
-using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
-using Robust.Shared.Physics.Events;
namespace Content.Server.Doors.Systems;
public sealed class DoorSystem : SharedDoorSystem
{
- [Dependency] private readonly IAdminLogManager _adminLog = default!;
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly AirtightSystem _airtightSystem = default!;
- [Dependency] private readonly PryingSystem _pryingSystem = default!;
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
- SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
- SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
- SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
- }
-
- protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
- {
- // TODO once access permissions are shared, move this back to shared.
- if (args.Handled || !door.ClickOpen)
- return;
-
- if (!TryToggleDoor(uid, door, args.User))
- _pryingSystem.TryPry(uid, args.User, out _);
-
- args.Handled = true;
+ SubscribeLocalEvent<DoorBoltComponent, PowerChangedEvent>(OnBoltPowerChanged);
}
protected override void SetCollidable(
base.SetCollidable(uid, collidable, door, physics, occluder);
}
- // TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
- //
- // Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
- // play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
- //
- // But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
- // an open door), then the audio would only be played for the client performing the interaction.
- //
- // So we do this:
- // - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
- // - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
- // - Major exception is player interactions, which other players cannot predict
- // - In that case, send audio to all players, except possibly the interacting player if it was a predicted
- // interaction.
-
- /// <summary>
- /// Selectively send sound to clients, taking care to not send the double-audio.
- /// </summary>
- /// <param name="uid">The audio source</param>
- /// <param name="soundSpecifier">The sound</param>
- /// <param name="audioParams">The audio parameters.</param>
- /// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
- /// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
- /// this assumes it would have been predicted by all players in PVS range.</param>
- protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
- {
- // If this sound would have been predicted by all clients, do not play any audio.
- if (predicted && predictingPlayer == null)
- return;
-
- if (predicted)
- Audio.PlayPredicted(soundSpecifier, uid, predictingPlayer, audioParams);
- else
- Audio.PlayPvs(soundSpecifier, uid, audioParams);
- }
-
- #region DoAfters
- private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
- {
- if (component.CurrentlyCrushing.Count > 0)
- {
- args.Cancel();
- return;
- }
- if (component.State != DoorState.Closed && component.State != DoorState.Welded)
- {
- args.Cancel();
- }
- }
-
- private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
- {
- if (component.State == DoorState.Closed)
- SetState(uid, DoorState.Welded, component);
- else if (component.State == DoorState.Welded)
- SetState(uid, DoorState.Closed, component);
- }
- #endregion
-
-
- /// <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>
- protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
- {
- // TODO ACCESS READER move access reader to shared and predict door opening/closing
- // Then this can be moved to the shared system without mispredicting.
- if (!door.BumpOpen)
- return;
-
- if (door.State is not (DoorState.Closed or DoorState.Denying))
- return;
-
- var otherUid = args.OtherEntity;
-
- if (Tags.HasTag(otherUid, "DoorBumpOpener"))
- TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying);
- }
- private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
- {
- if (TryComp<AirlockComponent>(uid, out var airlockComponent))
- {
- if (_bolts.IsBolted(uid) || !this.IsPowered(uid, EntityManager))
- return;
-
- if (door.State == DoorState.Closed)
- {
- SetState(uid, DoorState.Emagging, door);
- PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
- args.Handled = true;
- }
- }
- }
-
- public override void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
- {
- if (!Resolve(uid, ref door))
- return;
-
- var lastState = door.State;
-
- SetState(uid, DoorState.Opening, door);
-
- if (door.OpenSound != null)
- PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
-
- if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
- _bolts.SetBoltsWithAudio(uid, doorBoltComponent, !doorBoltComponent.BoltsDown);
- }
-
- /// <summary>
- /// Open or close a door after it has been successfuly pried.
- /// </summary>
- private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
+ private void OnBoltPowerChanged(Entity<DoorBoltComponent> ent, ref PowerChangedEvent args)
{
- if (door.State == DoorState.Closed)
+ if (args.Powered)
{
- _adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
- StartOpening(uid, door, args.User);
+ if (ent.Comp.BoltWireCut)
+ SetBoltsDown(ent, true);
}
- else if (door.State == DoorState.Open)
- {
- _adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
- StartClosing(uid, door, args.User);
- }
- }
- protected override void CheckDoorBump(Entity<DoorComponent, PhysicsComponent> ent)
- {
- var (uid, door, physics) = ent;
- if (door.BumpOpen)
- {
- foreach (var other in PhysicsSystem.GetContactingEntities(uid, physics, approximate: true))
- {
- if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, door, other, quiet: true))
- break;
- }
- }
+ UpdateBoltLightStatus(ent);
+ ent.Comp.Powered = args.Powered;
+ Dirty(ent, ent.Comp);
}
}
public override bool Cut(EntityUid user, Wire wire, DoorBoltComponent door)
{
- EntityManager.System<DoorBoltSystem>().SetBoltLightsEnabled(wire.Owner, door, false);
+ EntityManager.System<DoorSystem>().SetBoltLightsEnabled((wire.Owner, door), false);
return true;
}
public override bool Mend(EntityUid user, Wire wire, DoorBoltComponent door)
{
-
- EntityManager.System<DoorBoltSystem>().SetBoltLightsEnabled(wire.Owner, door, true);
+ EntityManager.System<DoorSystem>().SetBoltLightsEnabled((wire.Owner, door), true);
return true;
}
public override void Pulse(EntityUid user, Wire wire, DoorBoltComponent door)
{
- EntityManager.System<DoorBoltSystem>().SetBoltLightsEnabled(wire.Owner, door, !door.BoltLightsEnabled);
+ EntityManager.System<DoorSystem>().SetBoltLightsEnabled((wire.Owner, door), !door.BoltLightsEnabled);
}
}
public override bool Cut(EntityUid user, Wire wire, DoorBoltComponent airlock)
{
- EntityManager.System<DoorBoltSystem>().SetBoltWireCut(airlock, true);
+ EntityManager.System<DoorSystem>().SetBoltWireCut((wire.Owner, airlock), true);
if (!airlock.BoltsDown && IsPowered(wire.Owner))
- EntityManager.System<DoorBoltSystem>().SetBoltsWithAudio(wire.Owner, airlock, true);
+ EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, airlock), true, user);
return true;
}
public override bool Mend(EntityUid user, Wire wire, DoorBoltComponent door)
{
- EntityManager.System<DoorBoltSystem>().SetBoltWireCut(door, false);
+ EntityManager.System<DoorSystem>().SetBoltWireCut((wire.Owner, door), false);
return true;
}
public override void Pulse(EntityUid user, Wire wire, DoorBoltComponent door)
{
if (IsPowered(wire.Owner))
- EntityManager.System<DoorBoltSystem>().SetBoltsWithAudio(wire.Owner, door, !door.BoltsDown);
+ EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, door), !door.BoltsDown);
else if (!door.BoltsDown)
- EntityManager.System<DoorBoltSystem>().SetBoltsWithAudio(wire.Owner, door, true);
+ EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, door), true);
}
}
[Dependency] private readonly IComponentFactory _compFact = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
{
if (TryComp<DoorBoltComponent>(entity, out var bolts))
- _boltsSystem.SetBoltsDown(entity, bolts, false);
+ _doorSystem.SetBoltsDown((entity, bolts), false);
if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
_doorSystem.StartOpening(entity);
public sealed class DoorRemoteSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly AirlockSystem _airlock = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
{
if (!boltsComp.BoltWireCut)
{
- _bolts.SetBoltsWithAudio(args.Target.Value, boltsComp, !boltsComp.BoltsDown);
+ _doorSystem.SetBoltsDown((args.Target.Value, boltsComp), !boltsComp.BoltsDown, args.User);
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to {(boltsComp.BoltsDown ? "" : "un")}bolt it");
}
}
public sealed partial class DockingSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly PathfindingSystem _pathfinding = default!;
doorA.ChangeAirtight = false;
if (TryComp<DoorBoltComponent>(dockAUid, out var airlockA))
{
- _bolts.SetBoltsWithAudio(dockAUid, airlockA, true);
+ _doorSystem.SetBoltsDown((dockAUid, airlockA), true);
}
}
}
doorB.ChangeAirtight = false;
if (TryComp<DoorBoltComponent>(dockBUid, out var airlockB))
{
- _bolts.SetBoltsWithAudio(dockBUid, airlockB, true);
+ _doorSystem.SetBoltsDown((dockBUid, airlockB), true);
}
}
}
return;
if (TryComp<DoorBoltComponent>(dockUid, out var airlock))
- _bolts.SetBoltsWithAudio(dockUid, airlock, false);
+ _doorSystem.SetBoltsDown((dockUid, airlock), false);
if (TryComp(dockUid, out DoorComponent? door) && _doorSystem.TryClose(dockUid, door))
door.ChangeAirtight = true;
continue;
_doors.TryClose(doorUid);
- _bolts.SetBoltsWithAudio(doorUid, door, enabled);
+ _doors.SetBoltsDown((doorUid, door), enabled);
}
}
[Dependency] private readonly BodySystem _bobby = default!;
[Dependency] private readonly DockingSystem _dockSystem = default!;
[Dependency] private readonly DoorSystem _doors = default!;
- [Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
}
}
- public void ChangePanelVisibility(EntityUid uid, WiresPanelComponent component, bool visible)
- {
- component.Visible = visible;
- UpdateAppearance(uid, component);
- Dirty(uid, component);
- }
-
public void SetWiresPanelSecurity(EntityUid uid, WiresPanelSecurityComponent component, WiresPanelSecurityEvent args)
{
component.Examine = args.Examine;
[Access(typeof(SharedAirlockSystem), Friend = AccessPermissions.ReadWriteExecute, Other = AccessPermissions.Read)]
public sealed partial class AirlockComponent : Component
{
+ [DataField, AutoNetworkedField]
+ public bool Powered;
+
// Need to network airlock safety state to avoid mis-predicts when a door auto-closes as the client walks through the door.
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
/// Companion component to DoorComponent that handles bolt-specific behavior.
/// </summary>
[RegisterComponent, NetworkedComponent]
-[Access(typeof(SharedDoorBoltSystem))]
+[Access(typeof(SharedDoorSystem))]
+[AutoGenerateComponentState]
public sealed partial class DoorBoltComponent : Component
{
/// <summary>
/// Sound to play when the bolts on the airlock go up.
/// </summary>
- [DataField("boltUpSound"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BoltUpSound = new SoundPathSpecifier("/Audio/Machines/boltsup.ogg");
/// <summary>
/// Sound to play when the bolts on the airlock go down.
/// </summary>
- [DataField("boltDownSound"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BoltDownSound = new SoundPathSpecifier("/Audio/Machines/boltsdown.ogg");
/// <summary>
/// Whether the door bolts are currently deployed.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public bool BoltsDown;
/// <summary>
/// Whether the bolt lights are currently enabled.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public bool BoltLightsEnabled = true;
/// <summary>
/// True if the bolt wire is cut, which will force the airlock to always be bolted as long as it has power.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public bool BoltWireCut;
+
+ /// <summary>
+ /// Used for prediction. true if the door has power.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool Powered;
}
/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
/// stun, not whether it can close despite entities being in the way.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public bool CanCrush = true;
/// <summary>
/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public bool PerformCollisionCheck = true;
/// <summary>
/// The sprite state used for the door when it's being emagged.
/// </summary>
[DataField]
- public string EmaggingSpriteState = "emagging";
+ public string EmaggingSpriteState = "sparks";
/// <summary>
/// The sprite state used for the door when it's open.
using Content.Shared.Doors.Components;
using Content.Shared.Popups;
+using Content.Shared.Prying.Components;
+using Content.Shared.Wires;
namespace Content.Shared.Doors.Systems;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] protected readonly SharedDoorSystem DoorSystem = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
+ [Dependency] private readonly SharedWiresSystem _wiresSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AirlockComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
+ SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
+ SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
+ SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
+ SubscribeLocalEvent<AirlockComponent, GetPryTimeModifierEvent>(OnGetPryMod);
+ SubscribeLocalEvent<AirlockComponent, BeforePryEvent>(OnBeforePry);
}
- protected virtual void OnBeforeDoorClosed(EntityUid uid, AirlockComponent airlock, BeforeDoorClosedEvent args)
+ private void OnBeforeDoorClosed(EntityUid uid, AirlockComponent airlock, BeforeDoorClosedEvent args)
{
+ if (args.Cancelled)
+ return;
+
if (!airlock.Safety)
args.PerformCollisionCheck = false;
+
+ // only block based on bolts / power status when initially closing the door, not when its already
+ // mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
+ // the initial power-check.
+
+ if (TryComp(uid, out DoorComponent? door)
+ && !door.Partial
+ && !CanChangeState(uid, airlock))
+ {
+ args.Cancel();
+ }
+ }
+
+ private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
+ {
+ // Only show the maintenance panel if the airlock is closed
+ if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
+ {
+ _wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
+ }
+ // If the door is closed, we should look if the bolt was locked while closing
+ UpdateAutoClose(uid, component);
+
+ // Make sure the airlock auto closes again next time it is opened
+ if (args.State == DoorState.Closed)
+ component.AutoClose = true;
+ }
+
+ private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
+ {
+ if (!CanChangeState(uid, component))
+ args.Cancel();
+ }
+
+ private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
+ {
+ if (!CanChangeState(uid, component))
+ args.Cancel();
+ }
+
+ private void OnGetPryMod(EntityUid uid, AirlockComponent component, ref GetPryTimeModifierEvent args)
+ {
+ if (component.Powered)
+ args.PryTimeModifier *= component.PoweredPryModifier;
+
+ if (DoorSystem.IsBolted(uid))
+ args.PryTimeModifier *= component.BoltedPryModifier;
+ }
+
+ /// <summary>
+ /// Updates the auto close timer.
+ /// </summary>
+ public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
+ {
+ if (!Resolve(uid, ref airlock, ref door))
+ return;
+
+ if (door.State != DoorState.Open)
+ return;
+
+ if (!airlock.AutoClose)
+ return;
+
+ if (!CanChangeState(uid, airlock))
+ return;
+
+ var autoev = new BeforeDoorAutoCloseEvent();
+ RaiseLocalEvent(uid, autoev);
+ if (autoev.Cancelled)
+ return;
+
+ DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
+ }
+
+ private void OnBeforePry(EntityUid uid, AirlockComponent component, ref BeforePryEvent args)
+ {
+ if (args.Cancelled)
+ return;
+
+ if (!component.Powered || args.PryPowered)
+ return;
+
+ args.Message = "airlock-component-cannot-pry-is-powered-message";
+
+ args.Cancelled = true;
}
public void UpdateEmergencyLightStatus(EntityUid uid, AirlockComponent component)
{
component.Safety = value;
}
+
+ public bool CanChangeState(EntityUid uid, AirlockComponent component)
+ {
+ return component.Powered && !DoorSystem.IsBolted(uid);
+ }
}
+++ /dev/null
-using Content.Shared.Doors.Components;
-using Content.Shared.Popups;
-using Content.Shared.Prying.Components;
-using Robust.Shared.Audio;
-using Robust.Shared.Audio.Systems;
-
-namespace Content.Shared.Doors.Systems;
-
-public abstract class SharedDoorBoltSystem : EntitySystem
-{
-
- [Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
- [Dependency] protected readonly SharedAudioSystem Audio = default!;
- [Dependency] protected readonly SharedPopupSystem Popup = default!;
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<DoorBoltComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
- SubscribeLocalEvent<DoorBoltComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
- SubscribeLocalEvent<DoorBoltComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
- SubscribeLocalEvent<DoorBoltComponent, BeforePryEvent>(OnDoorPry);
-
- }
-
- private void OnDoorPry(EntityUid uid, DoorBoltComponent component, ref BeforePryEvent args)
- {
- if (args.Cancelled)
- return;
-
- if (!component.BoltsDown || args.Force)
- return;
-
- args.Message = "airlock-component-cannot-pry-is-bolted-message";
-
- args.Cancelled = true;
- }
-
- private void OnBeforeDoorOpened(EntityUid uid, DoorBoltComponent component, BeforeDoorOpenedEvent args)
- {
- if (component.BoltsDown)
- args.Cancel();
- }
-
- private void OnBeforeDoorClosed(EntityUid uid, DoorBoltComponent component, BeforeDoorClosedEvent args)
- {
- if (component.BoltsDown)
- args.Cancel();
- }
-
- private void OnBeforeDoorDenied(EntityUid uid, DoorBoltComponent component, BeforeDoorDeniedEvent args)
- {
- if (component.BoltsDown)
- args.Cancel();
- }
-
- public void SetBoltWireCut(DoorBoltComponent component, bool value)
- {
- component.BoltWireCut = value;
- }
-}
--- /dev/null
+using Content.Shared.Doors.Components;
+using Content.Shared.Prying.Components;
+
+namespace Content.Shared.Doors.Systems;
+
+public abstract partial class SharedDoorSystem
+{
+ public void InitializeBolts()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<DoorBoltComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
+ SubscribeLocalEvent<DoorBoltComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
+ SubscribeLocalEvent<DoorBoltComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
+ SubscribeLocalEvent<DoorBoltComponent, BeforePryEvent>(OnDoorPry);
+ SubscribeLocalEvent<DoorBoltComponent, DoorStateChangedEvent>(OnStateChanged);
+ }
+
+ private void OnDoorPry(EntityUid uid, DoorBoltComponent component, ref BeforePryEvent args)
+ {
+ if (args.Cancelled)
+ return;
+
+ if (!component.BoltsDown || args.Force)
+ return;
+
+ args.Message = "airlock-component-cannot-pry-is-bolted-message";
+
+ args.Cancelled = true;
+ }
+
+ private void OnBeforeDoorOpened(EntityUid uid, DoorBoltComponent component, BeforeDoorOpenedEvent args)
+ {
+ if (component.BoltsDown)
+ args.Cancel();
+ }
+
+ private void OnBeforeDoorClosed(EntityUid uid, DoorBoltComponent component, BeforeDoorClosedEvent args)
+ {
+ if (component.BoltsDown)
+ args.Cancel();
+ }
+
+ private void OnBeforeDoorDenied(EntityUid uid, DoorBoltComponent component, BeforeDoorDeniedEvent args)
+ {
+ if (component.BoltsDown)
+ args.Cancel();
+ }
+
+ public void SetBoltWireCut(Entity<DoorBoltComponent> ent, bool value)
+ {
+ ent.Comp.BoltWireCut = value;
+ Dirty(ent, ent.Comp);
+ }
+
+ public void UpdateBoltLightStatus(Entity<DoorBoltComponent> ent)
+ {
+ AppearanceSystem.SetData(ent, DoorVisuals.BoltLights, GetBoltLightsVisible(ent));
+ }
+
+ public bool GetBoltLightsVisible(Entity<DoorBoltComponent> ent)
+ {
+ return ent.Comp.BoltLightsEnabled &&
+ ent.Comp.BoltsDown &&
+ ent.Comp.Powered;
+ }
+
+ public void SetBoltLightsEnabled(Entity<DoorBoltComponent> ent, bool value)
+ {
+ if (ent.Comp.BoltLightsEnabled == value)
+ return;
+
+ ent.Comp.BoltLightsEnabled = value;
+ Dirty(ent, ent.Comp);
+ UpdateBoltLightStatus(ent);
+ }
+
+ public void SetBoltsDown(Entity<DoorBoltComponent> ent, bool value, EntityUid? user = null, bool predicted = false)
+ {
+ if (ent.Comp.BoltsDown == value)
+ return;
+
+ ent.Comp.BoltsDown = value;
+ Dirty(ent, ent.Comp);
+ UpdateBoltLightStatus(ent);
+
+ var sound = value ? ent.Comp.BoltDownSound : ent.Comp.BoltUpSound;
+ if (predicted)
+ Audio.PlayPredicted(sound, ent, user: user);
+ else
+ Audio.PlayPvs(sound, ent);
+ }
+
+ private void OnStateChanged(Entity<DoorBoltComponent> entity, ref DoorStateChangedEvent args)
+ {
+ // If the door is closed, we should look if the bolt was locked while closing
+ UpdateBoltLightStatus(entity);
+ }
+
+ public bool IsBolted(EntityUid uid, DoorBoltComponent? component = null)
+ {
+ if (!Resolve(uid, ref component))
+ {
+ return false;
+ }
+
+ return component.BoltsDown;
+ }
+}
using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
+using Content.Shared.Administration.Logs;
using Content.Shared.Damage;
+using Content.Shared.Database;
using Content.Shared.Doors.Components;
+using Content.Shared.Emag.Systems;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Physics;
+using Content.Shared.Popups;
using Content.Shared.Prying.Components;
+using Content.Shared.Prying.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
+using Content.Shared.Tools.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Audio.Systems;
+using Robust.Shared.Network;
namespace Content.Shared.Doors.Systems;
-public abstract class SharedDoorSystem : EntitySystem
+public abstract partial class SharedDoorSystem : EntitySystem
{
+ [Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
[Dependency] protected readonly IGameTiming GameTiming = default!;
+ [Dependency] private readonly INetManager _net = default!;
[Dependency] protected readonly SharedPhysicsSystem PhysicsSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] private readonly OccluderSystem _occluder = default!;
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
+ [Dependency] private readonly PryingSystem _pryingSystem = default!;
+ [Dependency] protected readonly SharedPopupSystem Popup = default!;
+
+ [ValidatePrototypeId<TagPrototype>]
+ public const string DoorBumpTag = "DoorBumpOpener";
/// <summary>
/// A body must have an intersection percentage larger than this in order to be considered as colliding with a
{
base.Initialize();
+ InitializeBolts();
+
SubscribeLocalEvent<DoorComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<DoorComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<DoorComponent, BeforePryEvent>(OnBeforePry);
+ SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
+ SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
+ SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
SubscribeLocalEvent<DoorComponent, GetPryTimeModifierEvent>(OnPryTimeModifier);
+ SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
}
protected virtual void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
_activeDoors.Remove(door);
}
+ private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
+ {
+ if (!TryComp<AirlockComponent>(uid, out var airlock))
+ return;
+
+ if (IsBolted(uid) || !airlock.Powered)
+ return;
+
+ if (door.State == DoorState.Closed)
+ {
+ if (!SetState(uid, DoorState.Emagging, door))
+ return;
+ Audio.PlayPredicted(door.SparkSound, uid, args.UserUid, AudioParams.Default.WithVolume(8));
+ args.Handled = true;
+ }
+ }
+
#region StateManagement
private void OnHandleState(Entity<DoorComponent> ent, ref AfterAutoHandleStateEvent args)
{
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
}
- protected void SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
+ protected bool SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
{
if (!Resolve(uid, ref door))
- return;
+ return false;
// If no change, return to avoid firing a new DoorStateChangedEvent.
if (state == door.State)
- return;
+ return false;
switch (state)
{
Dirty(uid, door);
RaiseLocalEvent(uid, new DoorStateChangedEvent(state));
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
+ return true;
}
#endregion
#region Interactions
- protected virtual void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
+ protected void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
{
- // avoid client-mispredicts, as the server will definitely handle this event
+ if (args.Handled || !door.ClickOpen)
+ return;
+
+ if (!TryToggleDoor(uid, door, args.User, predicted: true))
+ _pryingSystem.TryPry(uid, args.User, out _);
+
args.Handled = true;
}
args.Cancelled = true;
}
+ /// <summary>
+ /// Open or close a door after it has been successfully pried.
+ /// </summary>
+ private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
+ {
+ if (door.State == DoorState.Closed)
+ {
+ _adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
+ StartOpening(uid, door, args.User, true);
+ }
+ else if (door.State == DoorState.Open)
+ {
+ _adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
+ StartClosing(uid, door, args.User, true);
+ }
+ }
+
+ private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
+ {
+ if (component.CurrentlyCrushing.Count > 0)
+ {
+ args.Cancel();
+ return;
+ }
+ if (component.State != DoorState.Closed && component.State != DoorState.Welded)
+ {
+ args.Cancel();
+ }
+ }
+
+ private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
+ {
+ if (component.State == DoorState.Closed)
+ SetState(uid, DoorState.Welded, component);
+ else if (component.State == DoorState.Welded)
+ SetState(uid, DoorState.Closed, component);
+ }
+
/// <summary>
/// Update the door state/visuals and play an access denied sound when a user without access interacts with the
/// door.
if (ev.Cancelled)
return;
- SetState(uid, DoorState.Denying, door);
+ if (!SetState(uid, DoorState.Denying, door))
+ return;
- if (door.DenySound != null)
- PlaySound(uid, door.DenySound, AudioParams.Default.WithVolume(-3), user, predicted);
+ if (predicted)
+ Audio.PlayPredicted(door.DenySound, uid, user, AudioParams.Default.WithVolume(-3));
+ else if (_net.IsServer)
+ Audio.PlayPvs(door.DenySound, uid, AudioParams.Default.WithVolume(-3));
}
-
public bool TryToggleDoor(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
{
return TryOpen(uid, door, user, predicted, quiet: door.State == DoorState.Denying);
}
- else if (door.State == DoorState.Open)
+
+ if (door.State == DoorState.Open)
{
return TryClose(uid, door, user, predicted);
}
if (!HasAccess(uid, user, door))
{
if (!quiet)
- Deny(uid, door);
+ Deny(uid, door, user, predicted: true);
return false;
}
/// <param name="user"> The user (if any) opening the door</param>
/// <param name="predicted">Whether the interaction would have been
/// predicted. See comments in the PlaySound method on the Server system for details</param>
- public virtual void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
+ public void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return;
- SetState(uid, DoorState.Opening, door);
+ var lastState = door.State;
- if (door.OpenSound != null)
- PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
+ if (!SetState(uid, DoorState.Opening, door))
+ return;
+
+ if (predicted)
+ Audio.PlayPredicted(door.OpenSound, uid, user, AudioParams.Default.WithVolume(-5));
+ else if (_net.IsServer)
+ Audio.PlayPvs(door.OpenSound, uid, AudioParams.Default.WithVolume(-5));
+
+ if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
+ SetBoltsDown((uid, doorBoltComponent), !doorBoltComponent.BoltsDown, user, true);
// I'm not sure what the intent here is/was? It plays a sound if the user is opening a door with a hands
// component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
// I'm 99% sure something is wrong here, but I kind of want to keep it this way.
-
- if (user != null && TryComp(user.Value, out HandsComponent? hands) && hands.Hands.Count == 0)
- PlaySound(uid, door.TryOpenDoorSound, AudioParams.Default.WithVolume(-2), user, predicted);
+ if (user != null && (!TryComp(user.Value, out HandsComponent? hands) || hands.Hands.Count == 0))
+ Audio.PlayPredicted(door.TryOpenDoorSound, uid, user, AudioParams.Default.WithVolume(-2));
}
/// <summary>
if (!Resolve(uid, ref door))
return false;
- if (!CanClose(uid, door, user, false))
+ if (!CanClose(uid, door, user))
return false;
StartClosing(uid, door, user, predicted);
/// <param name="uid"> The uid of the door</param>
/// <param name="door"> The doorcomponent of the door</param>
/// <param name="user"> The user (if any) opening the door</param>
- /// <param name="predicted">Whether the interaction would have been
- /// predicted. See comments in the PlaySound method on the Server system for details</param>
- public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
+ public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null)
{
if (!Resolve(uid, ref door))
return false;
return false;
var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck);
- RaiseLocalEvent(uid, ev, false);
+ RaiseLocalEvent(uid, ev);
if (ev.Cancelled)
return false;
return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
}
- public virtual void StartClosing(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
+ public 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 (!SetState(uid, DoorState.Closing, door))
+ return;
- if (door.CloseSound != null)
- PlaySound(uid, door.CloseSound, AudioParams.Default.WithVolume(-5), user, predicted);
+ if (predicted)
+ Audio.PlayPredicted(door.CloseSound, uid, user, AudioParams.Default.WithVolume(-5));
+ else if (_net.IsServer)
+ Audio.PlayPvs(door.CloseSound, uid, AudioParams.Default.WithVolume(-5));
}
/// <summary>
return false;
door.Partial = true;
- Dirty(uid, door);
// Make sure no entity waled into the airlock when it started closing.
if (!CanClose(uid, door))
SetCollidable(uid, true, door, physics);
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
+ Dirty(uid, door);
_activeDoors.Add((uid, door));
// Crush any entities. Note that we don't check airlock safety here. This should have been checked before
}
}
- protected virtual void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
+ /// <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)
{
- // TODO ACCESS READER move access reader to shared and predict door opening/closing
- // Then this can be moved to the shared system without mispredicting.
+ 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);
}
#endregion
_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, approximate: true))
+ {
+ 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>
}
}
- protected virtual void CheckDoorBump(Entity<DoorComponent, PhysicsComponent> ent) { }
-
/// <summary>
/// Makes a door proceed to the next state (if applicable).
/// </summary>
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, predicted: true);
+ StartOpening(ent, door);
switch (door.State)
{
case DoorState.Open:
// This door is open, and queued for an auto-close.
- if (!TryClose(ent, door, predicted: true))
+ if (!TryClose(ent, door))
{
// The door failed to close (blocked?). Try again in one second.
door.NextStateChange = time + TimeSpan.FromSeconds(1);
}
}
#endregion
-
- protected abstract void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted);
}
if (!CanPry(target, user, out var message, comp))
{
- if (message != null)
- Popup.PopupEntity(Loc.GetString(message), target, user);
+ if (!string.IsNullOrWhiteSpace(message))
+ Popup.PopupClient(Loc.GetString(message), target, user);
// If we have reached this point we want the event that caused this
// to be marked as handled.
return true;
if (!CanPry(uid, args.User, out var message, comp))
{
- if (message != null)
- Popup.PopupEntity(Loc.GetString(message), uid, args.User);
+ if (!string.IsNullOrWhiteSpace(message))
+ Popup.PopupClient(Loc.GetString(message), uid, args.User);
return;
}
- // TODO: When we get airlock prediction make this fully predicted.
- // When that happens also fix the checking function in the Client AirlockSystem.
if (args.Used != null && comp != null)
{
- if (HasComp<AirlockComponent>(uid))
- {
- _audioSystem.PlayPvs(comp.UseSound, args.Used.Value);
- }
- else
- {
- _audioSystem.PlayPredicted(comp.UseSound, args.Used.Value, args.User);
- }
+ _audioSystem.PlayPredicted(comp.UseSound, args.Used.Value, args.User);
}
var ev = new PriedEvent(args.User);
}
}
+ public void ChangePanelVisibility(EntityUid uid, WiresPanelComponent component, bool visible)
+ {
+ component.Visible = visible;
+ UpdateAppearance(uid, component);
+ Dirty(uid, component);
+ }
+
protected void UpdateAppearance(EntityUid uid, WiresPanelComponent panel)
{
if (TryComp<AppearanceComponent>(uid, out var appearance))