Cherrypicks 5 (#399)
* Give moldy food the "Trash" tag (#29380) Make moldy food items have the "Trash" tag, so they can be collected. * Add "Structure" tag to switches, buttons, and levers (#29378) shit Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * meteor fixes * improve meteor spawning (#29057) * Decrease meteor frequency (#29194) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)" This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148. * Makes machine parts stackable, removes unused field in stack prototypes (#28434) * Makes machine parts stacks, removes unused field in stack prototypes * forgor * Fix tests * Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely * detail * a * Add pressure and temperature warning text to firelocks (#28341) * fix firelocks * missing nukies can be filled in by ghost roles (#28316) * Revert "missing nukies can be filled in by ghost roles (#28316)" This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce. * welding gas mask (#27108) * welding gas mask * eek * Canes + Cane Blade for Syndicate Librarians (#25873) * Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Fix stupid NPC. (#26868) * init commit * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * fixes --------- Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
This commit is contained in:
@@ -1,71 +1,60 @@
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Monitor.Systems;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Prying.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Doors.Systems
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{
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public sealed class FirelockSystem : EntitySystem
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public sealed class FirelockSystem : SharedFirelockSystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly SharedMapSystem _mapping = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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private static float _visualUpdateInterval = 0.5f;
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private float _accumulatedFrameTime;
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private const int UpdateInterval = 30;
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private int _accumulatedTicks;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
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SubscribeLocalEvent<FirelockComponent, DoorStateChangedEvent>(OnUpdateState);
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SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
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SubscribeLocalEvent<FirelockComponent, AtmosAlarmEvent>(OnAtmosAlarm);
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// Visuals
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SubscribeLocalEvent<FirelockComponent, MapInitEvent>(UpdateVisuals);
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SubscribeLocalEvent<FirelockComponent, ComponentStartup>(UpdateVisuals);
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SubscribeLocalEvent<FirelockComponent, PowerChangedEvent>(PowerChanged);
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}
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private void PowerChanged(EntityUid uid, FirelockComponent component, ref PowerChangedEvent args)
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{
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// TODO this should REALLLLY not be door specific appearance thing.
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_appearance.SetData(uid, DoorVisuals.Powered, args.Powered);
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component.Powered = args.Powered;
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Dirty(uid, component);
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}
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#region Visuals
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private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid, component);
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public override void Update(float frameTime)
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{
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_accumulatedFrameTime += frameTime;
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if (_accumulatedFrameTime < _visualUpdateInterval)
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_accumulatedTicks += 1;
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if (_accumulatedTicks < UpdateInterval)
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return;
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_accumulatedFrameTime -= _visualUpdateInterval;
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_accumulatedTicks = 0;
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var airtightQuery = GetEntityQuery<AirtightComponent>();
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var appearanceQuery = GetEntityQuery<AppearanceComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var pointLightQuery = GetEntityQuery<PointLightComponent>();
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var query = EntityQueryEnumerator<FirelockComponent, DoorComponent>();
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while (query.MoveNext(out var uid, out var firelock, out var door))
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@@ -82,109 +71,20 @@ namespace Content.Server.Doors.Systems
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&& xformQuery.TryGetComponent(uid, out var xform)
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&& appearanceQuery.TryGetComponent(uid, out var appearance))
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{
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var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, airtightQuery);
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var (pressure, fire) = CheckPressureAndFire(uid, firelock, xform, airtight, airtightQuery);
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_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
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firelock.Temperature = fire;
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firelock.Pressure = pressure;
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Dirty(uid, firelock);
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if (pointLightQuery.TryComp(uid, out var pointLight))
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{
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_pointLight.SetEnabled(uid, fire | pressure, pointLight);
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}
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}
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}
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}
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private void UpdateVisuals(EntityUid uid,
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FirelockComponent? firelock = null,
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DoorComponent? door = null,
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AirtightComponent? airtight = null,
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AppearanceComponent? appearance = null,
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TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref door, ref appearance, false))
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return;
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// only bother to check pressure on doors that are some variation of closed.
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if (door.State != DoorState.Closed
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&& door.State != DoorState.Welded
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&& door.State != DoorState.Denying)
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{
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_appearance.SetData(uid, DoorVisuals.ClosedLights, false, appearance);
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return;
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}
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var query = GetEntityQuery<AirtightComponent>();
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if (!Resolve(uid, ref firelock, ref airtight, ref appearance, ref xform, false) || !query.Resolve(uid, ref airtight, false))
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return;
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var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, query);
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_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
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}
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#endregion
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public bool EmergencyPressureStop(EntityUid uid, FirelockComponent? firelock = null, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref firelock, ref door))
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return false;
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if (door.State == DoorState.Open)
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{
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if (_doorSystem.TryClose(uid, door))
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{
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return _doorSystem.OnPartialClose(uid, door);
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}
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}
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return false;
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}
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private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
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{
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// Give the Door remote the ability to force a firelock open even if it is holding back dangerous gas
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var overrideAccess = (args.User != null) && _accessReaderSystem.IsAllowed(args.User.Value, uid);
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if (!this.IsPowered(uid, EntityManager) || (!overrideAccess && IsHoldingPressureOrFire(uid, component)))
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args.Cancel();
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}
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private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, ref GetPryTimeModifierEvent args)
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{
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var state = CheckPressureAndFire(uid, component);
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if (state.Fire)
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{
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_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-fire-message"),
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uid, args.User, PopupType.MediumCaution);
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}
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else if (state.Pressure)
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{
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_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-pressure-message"),
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uid, args.User, PopupType.MediumCaution);
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}
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if (state.Fire || state.Pressure)
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args.PryTimeModifier *= component.LockedPryTimeModifier;
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}
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private void OnUpdateState(EntityUid uid, FirelockComponent component, DoorStateChangedEvent args)
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{
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var ev = new BeforeDoorAutoCloseEvent();
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RaiseLocalEvent(uid, ev);
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UpdateVisuals(uid, component, args);
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if (ev.Cancelled)
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{
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return;
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}
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_doorSystem.SetNextStateChange(uid, component.AutocloseDelay);
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}
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private void OnBeforeDoorAutoclose(EntityUid uid, FirelockComponent component, BeforeDoorAutoCloseEvent args)
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{
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if (!this.IsPowered(uid, EntityManager))
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args.Cancel();
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// Make firelocks autoclose, but only if the last alarm type it
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// remembers was a danger. This is to prevent people from
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// flooding hallways with endless bad air/fire.
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if (component.AlarmAutoClose &&
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(_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null))
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args.Cancel();
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}
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private void OnAtmosAlarm(EntityUid uid, FirelockComponent component, AtmosAlarmEvent args)
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{
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if (!this.IsPowered(uid, EntityManager))
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@@ -193,7 +93,7 @@ namespace Content.Server.Doors.Systems
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if (!TryComp<DoorComponent>(uid, out var doorComponent))
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return;
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if (args.AlarmType == AtmosAlarmType.Normal || args.AlarmType == AtmosAlarmType.Warning)
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if (args.AlarmType == AtmosAlarmType.Normal)
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{
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if (doorComponent.State == DoorState.Closed)
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_doorSystem.TryOpen(uid);
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@@ -204,12 +104,6 @@ namespace Content.Server.Doors.Systems
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}
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}
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public bool IsHoldingPressureOrFire(EntityUid uid, FirelockComponent firelock)
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{
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var result = CheckPressureAndFire(uid, firelock);
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return result.Pressure || result.Fire;
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}
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public (bool Pressure, bool Fire) CheckPressureAndFire(EntityUid uid, FirelockComponent firelock)
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{
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var query = GetEntityQuery<AirtightComponent>();
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@@ -234,17 +128,17 @@ namespace Content.Server.Doors.Systems
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return (false, false);
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}
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if (!TryComp(xform.ParentUid, out GridAtmosphereComponent? gridAtmosphere))
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if (!HasComp<GridAtmosphereComponent>(xform.ParentUid))
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return (false, false);
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var grid = Comp<MapGridComponent>(xform.ParentUid);
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var pos = grid.CoordinatesToTile(xform.Coordinates);
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var pos = _mapping.CoordinatesToTile(xform.ParentUid, grid, xform.Coordinates);
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var minPressure = float.MaxValue;
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var maxPressure = float.MinValue;
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var minTemperature = float.MaxValue;
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var maxTemperature = float.MinValue;
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bool holdingFire = false;
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bool holdingPressure = false;
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var holdingFire = false;
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var holdingPressure = false;
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// We cannot simply use `_atmosSystem.GetAdjacentTileMixtures` because of how the `includeBlocked` option
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// works, we want to ignore the firelock's blocking, while including blockers on other tiles.
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@@ -284,7 +178,7 @@ namespace Content.Server.Doors.Systems
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{
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// Is there some airtight entity blocking this direction? If yes, don't include this direction in the
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// pressure differential
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if (HasAirtightBlocker(grid.GetAnchoredEntities(adjacentPos), dir.GetOpposite(), airtightQuery))
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if (HasAirtightBlocker(_mapping.GetAnchoredEntities(xform.ParentUid, grid, adjacentPos), dir.GetOpposite(), airtightQuery))
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continue;
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var p = gas.Pressure;
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