CatStation/Content.Server/Shuttles/Systems/DockingSystem.cs
TemporalOroboros 84b2f07157
The IMapManager is dead (#44002)
* Axes the easy IMapManager references

* Axes the references to unported (obsolete) IMapManager methods

* Converts salvageruler command to a LocalizedEntityCommand so it can use SharedMapSystem

* Removes IMapManager from GameTicker
This required axing the map nuke during restart, but that should be fine?
Maps are entities so EntityManager.FlushEntities should delete them all and that's the preceding line

* submodule update(?)

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
2026-07-01 20:44:54 -07:00

452 lines
16 KiB
C#

using Content.Server.Doors.Systems;
using Content.Server.NPC.Pathfinding;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Popups;
using Content.Shared.Shuttles.Events;
using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
namespace Content.Server.Shuttles.Systems
{
public sealed partial class DockingSystem : SharedDockingSystem
{
[Dependency] private SharedMapSystem _mapSystem = default!;
[Dependency] private DoorSystem _doorSystem = default!;
[Dependency] private EntityLookupSystem _lookup = default!;
[Dependency] private PathfindingSystem _pathfinding = default!;
[Dependency] private ShuttleConsoleSystem _console = default!;
[Dependency] private SharedJointSystem _jointSystem = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedTransformSystem _transform = default!;
[Dependency] private EntityQuery<MapGridComponent> _gridQuery = default!;
[Dependency] private EntityQuery<PhysicsComponent> _physicsQuery = default!;
[Dependency] private EntityQuery<DockingComponent> _dockingQuery = default!;
private const string DockingJoint = "docking";
private readonly HashSet<Entity<DockingComponent>> _dockingSet = new();
private readonly HashSet<Entity<DockingComponent, DoorBoltComponent>> _dockingBoltSet = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DockingComponent, ReAnchorEvent>(OnDockingReAnchor);
SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
// Yes this isn't in shuttle console; it may be used by other systems technically.
// in which case I would also add their subs here.
SubscribeLocalEvent<ShuttleConsoleComponent, DockRequestMessage>(OnRequestDock);
SubscribeLocalEvent<ShuttleConsoleComponent, UndockRequestMessage>(OnRequestUndock);
}
public void UndockDocks(EntityUid gridUid)
{
_dockingSet.Clear();
_lookup.GetChildEntities(gridUid, _dockingSet);
foreach (var dock in _dockingSet)
{
Undock(dock);
}
}
public void SetDockBolts(EntityUid gridUid, bool enabled)
{
_dockingBoltSet.Clear();
_lookup.GetChildEntities(gridUid, _dockingBoltSet);
foreach (var entity in _dockingBoltSet)
{
_doorSystem.TryClose(entity);
_doorSystem.SetBoltsDown((entity.Owner, entity.Comp2), enabled);
}
}
private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
{
// We'll just pin the door open when docked.
if (component.Docked)
args.Cancel();
}
private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
{
if (component.DockedWith == null ||
MetaData(uid).EntityLifeStage > EntityLifeStage.MapInitialized)
{
return;
}
var gridUid = Transform(uid).GridUid;
if (gridUid != null && !Terminating(gridUid.Value))
{
_console.RefreshShuttleConsoles();
}
Cleanup(uid, component);
}
private void Cleanup(EntityUid dockAUid, DockingComponent dockA)
{
_pathfinding.RemovePortal(dockA.PathfindHandle);
if (dockA.DockJoint != null)
_jointSystem.RemoveJoint(dockA.DockJoint);
var dockBUid = dockA.DockedWith;
if (dockBUid == null ||
!_dockingQuery.TryComp(dockBUid, out var dockB))
{
DebugTools.Assert(false);
Log.Error($"Tried to cleanup {dockAUid} but not docked?");
dockA.DockedWith = null;
return;
}
dockB.DockedWith = null;
dockB.DockJoint = null;
dockB.DockJointId = null;
dockA.DockJoint = null;
dockA.DockedWith = null;
dockA.DockJointId = null;
// If these grids are ever null then need to look at fixing ordering for unanchored events elsewhere.
var gridAUid = Transform(dockAUid).GridUid;
var gridBUid = Transform(dockBUid.Value).GridUid;
var msg = new UndockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridAUid!.Value,
GridBUid = gridBUid!.Value,
};
RaiseLocalEvent(dockAUid, msg);
RaiseLocalEvent(dockBUid.Value, msg);
RaiseLocalEvent(msg);
}
private void OnStartup(Entity<DockingComponent> entity, ref ComponentStartup args)
{
var uid = entity.Owner;
var component = entity.Comp;
// Use startup so transform already initialized
if (!Transform(uid).Anchored)
return;
// This little gem is for docking deserialization
if (component.DockedWith != null)
{
// They're still initialising so we'll just wait for both to be ready.
if (MetaData(component.DockedWith.Value).EntityLifeStage < EntityLifeStage.Initialized)
return;
var otherDock = _dockingQuery.Comp(component.DockedWith.Value);
DebugTools.Assert(otherDock.DockedWith != null);
Dock((uid, component), (component.DockedWith.Value, otherDock));
DebugTools.Assert(component.Docked && otherDock.Docked);
}
}
private void OnAnchorChange(Entity<DockingComponent> entity, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
{
Undock(entity);
}
}
private void OnDockingReAnchor(Entity<DockingComponent> entity, ref ReAnchorEvent args)
{
var uid = entity.Owner;
var component = entity.Comp;
if (!component.Docked)
return;
var otherDock = component.DockedWith;
var other = Comp<DockingComponent>(otherDock!.Value);
Undock(entity);
Dock((uid, component), (otherDock.Value, other));
_console.RefreshShuttleConsoles();
}
/// <summary>
/// Docks 2 ports together and assumes it is valid.
/// </summary>
public void Dock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
var dockAUid = dockA.Owner;
var dockBUid = dockB.Owner;
if (dockBUid.GetHashCode() < dockAUid.GetHashCode())
{
(dockA, dockB) = (dockB, dockA);
(dockAUid, dockBUid) = (dockBUid, dockAUid);
}
Log.Debug($"Docking between {dockAUid} and {dockBUid}");
// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
var dockAXform = Transform(dockAUid);
var dockBXform = Transform(dockBUid);
DebugTools.Assert(dockAXform.GridUid != null);
DebugTools.Assert(dockBXform.GridUid != null);
var gridA = dockAXform.GridUid!.Value;
var gridB = dockBXform.GridUid!.Value;
// May not be possible if map or the likes.
if (HasComp<PhysicsComponent>(gridA) &&
HasComp<PhysicsComponent>(gridB))
{
SharedJointSystem.LinearStiffness(
2f,
0.7f,
_physicsQuery.Comp(gridA).Mass,
_physicsQuery.Comp(gridB).Mass,
out var stiffness,
out var damping);
// These need playing around with
// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
WeldJoint joint;
// Pre-existing joint so use that.
if (dockA.Comp.DockJointId != null)
{
DebugTools.Assert(dockB.Comp.DockJointId == dockA.Comp.DockJointId);
joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, dockA.Comp.DockJointId);
}
else
{
joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, DockingJoint + dockAUid);
}
var gridAXform = Transform(gridA);
var gridBXform = Transform(gridB);
var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
joint.LocalAnchorA = anchorA;
joint.LocalAnchorB = anchorB;
joint.ReferenceAngle = (float)(_transform.GetWorldRotation(gridBXform) - _transform.GetWorldRotation(gridAXform));
joint.CollideConnected = true;
joint.Stiffness = stiffness;
joint.Damping = damping;
dockA.Comp.DockJoint = joint;
dockA.Comp.DockJointId = joint.ID;
dockB.Comp.DockJoint = joint;
dockB.Comp.DockJointId = joint.ID;
}
dockA.Comp.DockedWith = dockBUid;
dockB.Comp.DockedWith = dockAUid;
if (TryComp(dockAUid, out DoorComponent? doorA))
{
if (_doorSystem.TryOpen(dockAUid, doorA))
{
if (TryComp<DoorBoltComponent>(dockAUid, out var airlockA))
{
_doorSystem.SetBoltsDown((dockAUid, airlockA), true);
}
}
doorA.ChangeAirtight = false;
}
if (TryComp(dockBUid, out DoorComponent? doorB))
{
if (_doorSystem.TryOpen(dockBUid, doorB))
{
if (TryComp<DoorBoltComponent>(dockBUid, out var airlockB))
{
_doorSystem.SetBoltsDown((dockBUid, airlockB), true);
}
}
doorB.ChangeAirtight = false;
}
if (_pathfinding.TryCreatePortal(dockAXform.Coordinates, dockBXform.Coordinates, out var handle))
{
dockA.Comp.PathfindHandle = handle;
dockB.Comp.PathfindHandle = handle;
}
var msg = new DockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridA,
GridBUid = gridB,
};
_console.RefreshShuttleConsoles();
RaiseLocalEvent(dockAUid, msg);
RaiseLocalEvent(dockBUid, msg);
RaiseLocalEvent(msg);
}
/// <summary>
/// Attempts to dock 2 ports together and will return early if it's not possible.
/// </summary>
private void TryDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
if (!CanDock(dockA, dockB))
return;
Dock(dockA, dockB);
}
public void Undock(Entity<DockingComponent> dock)
{
if (dock.Comp.DockedWith == null)
return;
OnUndock(dock.Owner);
OnUndock(dock.Comp.DockedWith.Value);
Cleanup(dock.Owner, dock);
_console.RefreshShuttleConsoles();
}
private void OnUndock(EntityUid dockUid)
{
if (TerminatingOrDeleted(dockUid))
return;
if (TryComp<DoorBoltComponent>(dockUid, out var airlock))
_doorSystem.SetBoltsDown((dockUid, airlock), false);
if (TryComp(dockUid, out DoorComponent? door) && _doorSystem.TryClose(dockUid, door))
door.ChangeAirtight = true;
}
private void OnRequestUndock(EntityUid uid, ShuttleConsoleComponent component, UndockRequestMessage args)
{
if (!TryGetEntity(args.DockEntity, out var dockEnt) ||
!_dockingQuery.TryComp(dockEnt, out var dockComp))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
return;
}
var dock = (dockEnt.Value, dockComp);
if (!CanUndock(dock))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
return;
}
Undock(dock);
}
private void OnRequestDock(EntityUid uid, ShuttleConsoleComponent component, DockRequestMessage args)
{
var console = _console.GetDroneConsole(uid);
if (console == null)
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
var shuttleUid = Transform(console.Value).GridUid;
if (!CanShuttleDock(shuttleUid))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
if (!TryGetEntity(args.DockEntity, out var ourDock) ||
!TryGetEntity(args.TargetDockEntity, out var targetDock) ||
!_dockingQuery.TryComp(ourDock, out var ourDockComp) ||
!_dockingQuery.TryComp(targetDock, out var targetDockComp))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
// Cheating?
if (!TryComp(ourDock, out TransformComponent? xformA) ||
xformA.GridUid != shuttleUid)
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
// TODO: Move the CanDock stuff to the port state and also validate that stuff
// Also need to check preventpilot + enabled / dockedwith
if (!CanDock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp)))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
Dock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp));
}
public bool CanUndock(Entity<DockingComponent?> dock)
{
if (!Resolve(dock, ref dock.Comp) ||
!dock.Comp.Docked)
{
return false;
}
return true;
}
/// <summary>
/// Returns true if both docks can connect. Does not consider whether the shuttle allows it.
/// </summary>
public bool CanDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
if (dockA.Comp.DockedWith != null ||
dockB.Comp.DockedWith != null)
{
return false;
}
var xformA = Transform(dockA);
var xformB = Transform(dockB);
if (!xformA.Anchored || !xformB.Anchored)
return false;
var (worldPosA, worldRotA) = XformSystem.GetWorldPositionRotation(xformA);
var (worldPosB, worldRotB) = XformSystem.GetWorldPositionRotation(xformB);
return CanDock(new MapCoordinates(worldPosA, xformA.MapID), worldRotA,
new MapCoordinates(worldPosB, xformB.MapID), worldRotB);
}
}
}