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:
@@ -1,4 +1,4 @@
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using Content.Shared.Doors.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Doors.Components
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{
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@@ -7,9 +7,11 @@ namespace Content.Shared.Doors.Components
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/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
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/// retaining pressure..
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FirelockComponent : Component
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{
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#region Settings
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/// <summary>
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/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
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/// </summary>
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@@ -17,8 +19,6 @@ namespace Content.Shared.Doors.Components
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[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
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public float LockedPryTimeModifier = 1.5f;
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[DataField("autocloseDelay")] public TimeSpan AutocloseDelay = TimeSpan.FromSeconds(3f);
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/// <summary>
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/// Maximum pressure difference before the firelock will refuse to open, in kPa.
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/// </summary>
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@@ -39,5 +39,47 @@ namespace Content.Shared.Doors.Components
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/// </summary>
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[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
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public bool AlarmAutoClose = true;
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/// <summary>
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/// The cooldown duration before a firelock can automatically close due to a hazardous environment after it has
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/// been pried open. Measured in seconds.
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/// </summary>
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[DataField]
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public TimeSpan EmergencyCloseCooldownDuration = TimeSpan.FromSeconds(2);
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#endregion
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#region Set by system
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/// <summary>
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/// When the firelock will be allowed to automatically close again due to a hazardous environment.
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/// </summary>
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[DataField]
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public TimeSpan? EmergencyCloseCooldown;
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/// <summary>
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/// Whether the firelock can open, or is locked due to its environment.
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/// </summary>
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public bool IsLocked => Pressure || Temperature;
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/// <summary>
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/// Whether the firelock is holding back a hazardous pressure.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Pressure;
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/// <summary>
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/// Whether the firelock is holding back extreme temperatures.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Temperature;
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/// <summary>
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/// Whether the airlock is powered.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Powered;
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#endregion
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}
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}
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124
Content.Shared/Doors/Systems/SharedFirelockSystem.cs
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124
Content.Shared/Doors/Systems/SharedFirelockSystem.cs
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@@ -0,0 +1,124 @@
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using Content.Shared.Access.Systems;
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using Content.Shared.Doors.Components;
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using Content.Shared.Examine;
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using Content.Shared.Popups;
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using Content.Shared.Prying.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Doors.Systems;
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public abstract class SharedFirelockSystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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// Access/Prying
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SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
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SubscribeLocalEvent<FirelockComponent, PriedEvent>(OnAfterPried);
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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, ExaminedEvent>(OnExamined);
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}
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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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|| firelock.EmergencyCloseCooldown != null
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&& _gameTiming.CurTime < firelock.EmergencyCloseCooldown)
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return false;
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if (!_doorSystem.TryClose(uid, door))
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return false;
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return _doorSystem.OnPartialClose(uid, door);
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}
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#region Access/Prying
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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 (!component.Powered || (!overrideAccess && component.IsLocked))
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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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if (component.Temperature)
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{
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_popupSystem.PopupClient(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 (component.Pressure)
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{
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_popupSystem.PopupClient(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 (component.IsLocked)
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args.PryTimeModifier *= component.LockedPryTimeModifier;
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}
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private void OnAfterPried(EntityUid uid, FirelockComponent component, ref PriedEvent args)
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{
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component.EmergencyCloseCooldown = _gameTiming.CurTime + component.EmergencyCloseCooldownDuration;
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}
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#endregion
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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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private void UpdateVisuals(EntityUid uid,
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FirelockComponent? firelock = null,
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DoorComponent? door = null,
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AppearanceComponent? appearance = 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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if (!Resolve(uid, ref firelock, ref appearance, false))
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return;
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_appearance.SetData(uid, DoorVisuals.ClosedLights, firelock.IsLocked, appearance);
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}
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#endregion
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private void OnExamined(Entity<FirelockComponent> ent, ref ExaminedEvent args)
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{
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using (args.PushGroup(nameof(FirelockComponent)))
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{
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if (ent.Comp.Pressure)
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args.PushMarkup(Loc.GetString("firelock-component-examine-pressure-warning"));
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if (ent.Comp.Temperature)
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args.PushMarkup(Loc.GetString("firelock-component-examine-temperature-warning"));
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}
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}
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}
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