mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +00:00
+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
217 lines
8.4 KiB
C#
217 lines
8.4 KiB
C#
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.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, BeforePryEvent>(OnBeforeDoorPry);
|
|
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;
|
|
}
|
|
|
|
protected override void SetCollidable(
|
|
EntityUid uid,
|
|
bool collidable,
|
|
DoorComponent? door = null,
|
|
PhysicsComponent? physics = null,
|
|
OccluderComponent? occluder = null)
|
|
{
|
|
if (!Resolve(uid, ref door))
|
|
return;
|
|
|
|
if (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
|
|
_airtightSystem.SetAirblocked(uid, airtight, collidable);
|
|
|
|
// Pathfinding / AI stuff.
|
|
RaiseLocalEvent(new AccessReaderChangeEvent(uid, collidable));
|
|
|
|
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);
|
|
}
|
|
|
|
private void OnBeforeDoorPry(EntityUid id, DoorComponent door, ref BeforePryEvent args)
|
|
{
|
|
if (door.State == DoorState.Welded || !door.CanPry)
|
|
args.Cancelled = true;
|
|
}
|
|
#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 != DoorState.Closed)
|
|
return;
|
|
|
|
var otherUid = args.OtherEntity;
|
|
|
|
if (Tags.HasTag(otherUid, "DoorBumpOpener"))
|
|
TryOpen(uid, door, otherUid);
|
|
}
|
|
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)
|
|
{
|
|
if (door.State == DoorState.Closed)
|
|
{
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
|
|
StartOpening(uid, door, args.User);
|
|
}
|
|
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(DoorComponent component, PhysicsComponent body)
|
|
{
|
|
var uid = body.Owner;
|
|
if (component.BumpOpen)
|
|
{
|
|
foreach (var other in PhysicsSystem.GetContactingEntities(uid, body, approximate: true))
|
|
{
|
|
if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, component, other, false, quiet: true))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|