Firelock ECS + some other stuff. (#8366)
* firelock rejig * dont error failed resolves * fix * less resolves * switch fire and pressure messages * update Co-authored-by: wrexbe <wrexbe@protonmail.com>
This commit is contained in:
@@ -1,68 +1,133 @@
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using Content.Server.Atmos.Monitor.Components;
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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.Doors.Components;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.Components;
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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 Robust.Server.GameObjects;
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using Robust.Shared.Player;
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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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{
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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 AirtightSystem _airtightSystem = default!;
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private static float _visualUpdateInterval = 0.2f;
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private float _accumulatedFrameTime;
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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, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
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SubscribeLocalEvent<FirelockComponent, DoorGetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
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SubscribeLocalEvent<FirelockComponent, BeforeDoorPryEvent>(OnBeforeDoorPry);
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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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}
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#region Visuals
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private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid);
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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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return;
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_accumulatedFrameTime -= _visualUpdateInterval;
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var powerQuery = GetEntityQuery<ApcPowerReceiverComponent>();
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foreach (var (_, door, appearance, xform) in EntityQuery<FirelockComponent, DoorComponent, AppearanceComponent, TransformComponent>())
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{
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UpdateVisuals(door.Owner, door, appearance, powerQuery);
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}
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}
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private void UpdateVisuals(EntityUid uid,
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DoorComponent? door = null,
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AppearanceComponent? appearance = null,
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EntityQuery<ApcPowerReceiverComponent>? powerQuery = 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(DoorVisuals.ClosedLights, false);
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return;
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}
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powerQuery ??= EntityManager.GetEntityQuery<ApcPowerReceiverComponent>();
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if (powerQuery.Value.TryGetComponent(uid, out var receiver) && !receiver.Powered)
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{
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appearance.SetData(DoorVisuals.ClosedLights, false);
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return;
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}
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appearance.SetData(DoorVisuals.ClosedLights,
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IsHoldingPressureOrFire(uid));
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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(door.Owner, door))
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{
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return _doorSystem.OnPartialClose(door.Owner, 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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if (!this.IsPowered(uid, EntityManager) || component.IsHoldingFire() || component.IsHoldingPressure())
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if (!this.IsPowered(uid, EntityManager) || IsHoldingPressureOrFire(uid))
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args.Cancel();
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}
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private void OnBeforeDoorDenied(EntityUid uid, FirelockComponent component, BeforeDoorDeniedEvent args)
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{
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args.Cancel();
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}
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private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, DoorGetPryTimeModifierEvent args)
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{
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if (component.IsHoldingFire() || component.IsHoldingPressure())
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var state = CheckPressureAndFire(uid);
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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, Filter.Pvs(uid, entityManager: EntityManager));
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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, Filter.Pvs(uid, entityManager: EntityManager));
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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 OnBeforeDoorPry(EntityUid uid, FirelockComponent component, BeforeDoorPryEvent args)
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{
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if (!TryComp<DoorComponent>(uid, out var door) || door.State != DoorState.Closed)
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{
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return;
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}
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if (component.IsHoldingPressure())
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{
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component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-pressure-message"));
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}
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else if (component.IsHoldingFire())
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{
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component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-fire-message"));
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}
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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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@@ -73,6 +138,7 @@ namespace Content.Server.Doors.Systems
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}
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_doorSystem.SetNextStateChange(uid, component.AutocloseDelay);
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UpdateVisuals(uid, component, args);
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}
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private void OnBeforeDoorAutoclose(EntityUid uid, FirelockComponent component, BeforeDoorAutoCloseEvent args)
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@@ -83,7 +149,8 @@ namespace Content.Server.Doors.Systems
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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 (_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null)
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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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@@ -98,7 +165,58 @@ namespace Content.Server.Doors.Systems
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}
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else if (args.AlarmType == AtmosAlarmType.Danger)
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{
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component.EmergencyPressureStop();
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EmergencyPressureStop(uid, component, doorComponent);
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}
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}
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public bool IsHoldingPressureOrFire(EntityUid uid)
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{
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var result = CheckPressureAndFire(uid);
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return result.Pressure || result.Fire;
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}
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public (bool Pressure, bool Fire) CheckPressureAndFire(EntityUid owner)
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{
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float threshold = 20;
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var atmosphereSystem = EntityManager.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
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var transformSystem = EntityManager.EntitySysManager.GetEntitySystem<TransformSystem>();
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var transform = EntityManager.GetComponent<TransformComponent>(owner);
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var position = transformSystem.GetGridOrMapTilePosition(owner, transform);
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if (transform.GridUid is not {} gridUid)
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return (false, false);
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var minMoles = float.MaxValue;
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var maxMoles = 0f;
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return (IsHoldingPressure(), IsHoldingFire());
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bool IsHoldingPressure()
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{
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foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
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{
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var moles = adjacent.TotalMoles;
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if (moles < minMoles)
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minMoles = moles;
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if (moles > maxMoles)
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maxMoles = moles;
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}
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return (maxMoles - minMoles) > threshold;
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}
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bool IsHoldingFire()
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{
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if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
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return false;
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if (atmosphereSystem.IsHotspotActive(gridUid, position))
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return true;
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foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
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{
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if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
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return true;
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}
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return false;
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}
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}
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}
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