# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
875 lines
30 KiB
C#
875 lines
30 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.Audio.Systems;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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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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using Robust.Shared.Prototypes;
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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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public static readonly ProtoId<TagPrototype> 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);
|
||
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
|
||
}
|
||
|
||
private void OnRemove(Entity<DoorComponent> door, ref ComponentRemove args)
|
||
{
|
||
_activeDoors.Remove(door);
|
||
}
|
||
|
||
private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
|
||
{
|
||
if (!_emag.CompareFlag(args.Type, EmagType.Access))
|
||
return;
|
||
|
||
if (!TryComp<AirlockComponent>(uid, out var airlock))
|
||
return;
|
||
|
||
if (IsBolted(uid) || !airlock.Powered)
|
||
return;
|
||
|
||
if (door.State != DoorState.Closed)
|
||
return;
|
||
|
||
if (!SetState(uid, DoorState.Emagging, door))
|
||
return;
|
||
|
||
args.Repeatable = true;
|
||
args.Handled = true;
|
||
// Sunrise-Start
|
||
var emagged = new DoorEmaggedEvent(args.UserUid);
|
||
RaiseLocalEvent(args.UserUid, ref emagged);
|
||
// Sunrise-End
|
||
}
|
||
|
||
#region StateManagement
|
||
|
||
private void OnHandleState(Entity<DoorComponent> ent, ref AfterAutoHandleStateEvent args)
|
||
{
|
||
var door = ent.Comp;
|
||
if (door.NextStateChange == null)
|
||
_activeDoors.Remove(ent);
|
||
else
|
||
_activeDoors.Add(ent);
|
||
|
||
RaiseLocalEvent(ent, new DoorStateChangedEvent(door.State));
|
||
}
|
||
|
||
public bool SetState(EntityUid uid, DoorState state, DoorComponent? door = null)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return false;
|
||
|
||
// If no change, return to avoid firing a new DoorStateChangedEvent.
|
||
if (state == door.State)
|
||
return false;
|
||
|
||
switch (state)
|
||
{
|
||
case DoorState.Opening:
|
||
_activeDoors.Add((uid, door));
|
||
door.NextStateChange = GameTiming.CurTime + door.OpenTimeOne;
|
||
break;
|
||
|
||
case DoorState.Closing:
|
||
_activeDoors.Add((uid, door));
|
||
door.NextStateChange = GameTiming.CurTime + door.CloseTimeOne;
|
||
break;
|
||
|
||
case DoorState.Denying:
|
||
_activeDoors.Add((uid, door));
|
||
door.NextStateChange = GameTiming.CurTime + door.DenyDuration;
|
||
break;
|
||
|
||
case DoorState.Emagging:
|
||
_activeDoors.Add((uid, door));
|
||
door.NextStateChange = GameTiming.CurTime + door.EmagDuration;
|
||
break;
|
||
|
||
case DoorState.Open:
|
||
door.Partial = false;
|
||
if (door.NextStateChange == null)
|
||
_activeDoors.Remove((uid, door));
|
||
break;
|
||
case DoorState.Closed:
|
||
// May want to keep the door around to re-check for opening if we got a contact during closing.
|
||
door.Partial = false;
|
||
break;
|
||
}
|
||
|
||
door.State = state;
|
||
Dirty(uid, door);
|
||
RaiseLocalEvent(uid, new DoorStateChangedEvent(state));
|
||
|
||
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
|
||
return true;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Interactions
|
||
|
||
protected void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
|
||
{
|
||
if (args.Handled || !args.Complex || !door.ClickOpen)
|
||
return;
|
||
|
||
if (!TryToggleDoor(uid, door, args.User, predicted: true))
|
||
_pryingSystem.TryPry(uid, args.User, out _);
|
||
|
||
args.Handled = true;
|
||
}
|
||
|
||
private void OnPryTimeModifier(EntityUid uid, DoorComponent door, ref GetPryTimeModifierEvent args)
|
||
{
|
||
args.BaseTime = door.PryTime;
|
||
}
|
||
|
||
private void OnBeforePry(EntityUid uid, DoorComponent door, ref BeforePryEvent args)
|
||
{
|
||
if (door.State == DoorState.Welded || !door.CanPry)
|
||
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.
|
||
/// </summary>
|
||
public void Deny(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
if (door.State != DoorState.Closed)
|
||
return;
|
||
|
||
// might not be able to deny without power or some other blocker.
|
||
var ev = new BeforeDoorDeniedEvent();
|
||
RaiseLocalEvent(uid, ev);
|
||
if (ev.Cancelled)
|
||
return;
|
||
|
||
if (!SetState(uid, DoorState.Denying, door))
|
||
return;
|
||
|
||
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 false;
|
||
|
||
if (door.State is DoorState.Closed or DoorState.Denying)
|
||
{
|
||
return TryOpen(uid, door, user, predicted, quiet: door.State == DoorState.Denying);
|
||
}
|
||
|
||
if (door.State == DoorState.Open)
|
||
{
|
||
return TryClose(uid, door, user, predicted);
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Opening
|
||
|
||
public bool TryOpen(EntityUid uid,
|
||
DoorComponent? door = null,
|
||
EntityUid? user = null,
|
||
bool predicted = false,
|
||
bool quiet = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return false;
|
||
|
||
if (!CanOpen(uid, door, user, quiet))
|
||
return false;
|
||
|
||
StartOpening(uid, door, user, predicted);
|
||
|
||
return true;
|
||
}
|
||
|
||
public bool CanOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool quiet = true)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return false;
|
||
|
||
if (door.State == DoorState.Welded)
|
||
return false;
|
||
|
||
var ev = new BeforeDoorOpenedEvent() { User = user };
|
||
RaiseLocalEvent(uid, ev);
|
||
if (ev.Cancelled)
|
||
return false;
|
||
|
||
if (!HasAccess(uid, user, door))
|
||
{
|
||
if (!quiet)
|
||
Deny(uid, door, user, predicted: true);
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Immediately start opening a door
|
||
/// </summary>
|
||
/// <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 void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
var lastState = door.State;
|
||
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Called when the door is partially opened. The door becomes transparent and stops colliding with entities.
|
||
/// </summary>
|
||
public void OnPartialOpen(EntityUid uid, DoorComponent? door = null)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
SetCollidable(uid, false, door);
|
||
door.Partial = true;
|
||
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
|
||
_activeDoors.Add((uid, door));
|
||
Dirty(uid, door);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Opens and then bolts a door.
|
||
/// Different from emagging this does not remove the access reader, so it can be repaired by simply unbolting the door.
|
||
/// </summary>
|
||
public bool TryOpenAndBolt(EntityUid uid, DoorComponent? door = null, AirlockComponent? airlock = null)
|
||
{
|
||
if (!Resolve(uid, ref door, ref airlock))
|
||
return false;
|
||
|
||
if (IsBolted(uid) || !airlock.Powered || door.State != DoorState.Closed)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
SetState(uid, DoorState.Emagging, door);
|
||
|
||
return true;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Closing
|
||
|
||
public bool TryClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return false;
|
||
|
||
if (!CanClose(uid, door, user))
|
||
return false;
|
||
|
||
StartClosing(uid, door, user, predicted);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Immediately start closing a door
|
||
/// </summary>
|
||
/// <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>
|
||
public bool CanClose(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool partial = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return false;
|
||
|
||
// since both closing/closed and welded are door states, we need to prevent 'closing'
|
||
// a welded door or else there will be weird state bugs
|
||
if (door.State is DoorState.Welded or DoorState.Closed)
|
||
return false;
|
||
|
||
var ev = new BeforeDoorClosedEvent(door.PerformCollisionCheck, partial, user); // Sunrise-Edit
|
||
RaiseLocalEvent(uid, ev);
|
||
if (ev.Cancelled)
|
||
return false;
|
||
|
||
if (!HasAccess(uid, user, door))
|
||
return false;
|
||
|
||
return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
|
||
}
|
||
|
||
public void StartClosing(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
if (!SetState(uid, DoorState.Closing, door))
|
||
return;
|
||
|
||
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>
|
||
/// Called when the door is partially closed. This is when the door becomes "solid". If this process fails (e.g., a
|
||
/// mob entered the door as it was closing), then this returns false. Otherwise, returns true;
|
||
/// </summary>
|
||
public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
|
||
{
|
||
if (!Resolve(uid, ref door, ref physics))
|
||
return false;
|
||
|
||
// Make sure no entity walked into the airlock when it started closing.
|
||
if (!CanClose(uid, door, partial: true))
|
||
{
|
||
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
|
||
door.State = DoorState.Open;
|
||
AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Open);
|
||
Dirty(uid, door);
|
||
return false;
|
||
}
|
||
|
||
door.Partial = true;
|
||
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
|
||
// the door closed.
|
||
Crush(uid, door, physics);
|
||
return true;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Collisions
|
||
|
||
protected virtual void SetCollidable(
|
||
EntityUid uid,
|
||
bool collidable,
|
||
DoorComponent? door = null,
|
||
PhysicsComponent? physics = null,
|
||
OccluderComponent? occluder = null)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
if (Resolve(uid, ref physics, false))
|
||
PhysicsSystem.SetCanCollide(uid, collidable, body: physics);
|
||
|
||
if (!collidable)
|
||
door.CurrentlyCrushing.Clear();
|
||
|
||
if (door.Occludes)
|
||
_occluder.SetEnabled(uid, collidable, occluder);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Crushes everyone colliding with us by more than <see cref="IntersectPercentage"/>%.
|
||
/// </summary>
|
||
public void Crush(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
|
||
{
|
||
if (!Resolve(uid, ref door))
|
||
return;
|
||
|
||
if (!door.CanCrush)
|
||
return;
|
||
|
||
// Find entities and apply curshing effects
|
||
var stunTime = door.DoorStunTime + door.OpenTimeOne;
|
||
foreach (var entity in GetColliding(uid, physics))
|
||
{
|
||
door.CurrentlyCrushing.Add(entity);
|
||
if (door.CrushDamage != null)
|
||
_damageableSystem.TryChangeDamage(entity, door.CrushDamage, origin: uid);
|
||
|
||
_stunSystem.TryUpdateParalyzeDuration(entity, stunTime);
|
||
}
|
||
|
||
if (door.CurrentlyCrushing.Count == 0)
|
||
return;
|
||
|
||
// Sunrise-Start
|
||
if (door.ForcedCrushClose)
|
||
return;
|
||
// Sunrise-Start
|
||
|
||
// 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) && door.ClickOpen)
|
||
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;
|
||
|
||
// Sunrise-Edit: А вот нехуй.
|
||
if (door.CurrentlyCrushing.Count > 0 && door.State != DoorState.Opening && !door.ForcedCrushClose)
|
||
{
|
||
// 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);
|
||
return;
|
||
}
|
||
|
||
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
|
||
}
|
||
|
||
// Sunrise-Start
|
||
[ByRefEvent]
|
||
public readonly record struct DoorEmaggedEvent(EntityUid UserUid);
|
||
// Sunrise-End
|