Airlock construction (#3609)

* Add construction and deconstsruction of airlocks

* Change name to door electronics

* Rearrange things

* Fix errors

* Fix physics error from bumping

* Prevent editing the map for now

* Address reviews

* Change switch to if

* Fix newlines
This commit is contained in:
ShadowCommander
2021-03-17 05:07:49 -07:00
committed by GitHub
parent 0c0c66ff6f
commit 51178b9ae7
10 changed files with 301 additions and 12 deletions

View File

@@ -0,0 +1,43 @@
#nullable enable
using Content.Server.GameObjects.Components.Doors;
using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using System.Threading.Tasks;
namespace Content.Server.Construction.Conditions
{
[UsedImplicitly]
[DataDefinition]
public class AirlockBolted : IEdgeCondition
{
[DataField("value")]
public bool Value { get; private set; } = true;
public async Task<bool> Condition(IEntity entity)
{
if (!entity.TryGetComponent(out AirlockComponent? airlock)) return true;
return airlock.BoltsDown == Value;
}
public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{
if (!entity.TryGetComponent(out AirlockComponent? airlock)) return false;
if (airlock.BoltsDown != Value)
{
if (Value == true)
message.AddMarkup(Loc.GetString("construction-condition-airlock-bolt", ("entityName", entity.Name)) + "\n");
else
message.AddMarkup(Loc.GetString("construction-condition-airlock-unbolt", ("entityName", entity.Name)) + "\n");
return true;
}
return false;
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Threading.Tasks;
#nullable enable
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Doors;
using Content.Shared.Construction;
using JetBrains.Annotations;
@@ -14,29 +15,30 @@ namespace Content.Server.Construction.Conditions
[DataDefinition]
public class DoorWelded : IEdgeCondition
{
[DataField("welded")] public bool Welded { get; private set; } = true;
[DataField("welded")]
public bool Welded { get; private set; } = true;
public async Task<bool> Condition(IEntity entity)
{
if (!entity.TryGetComponent(out ServerDoorComponent? doorComponent)) return false;
return doorComponent.IsWeldedShut == Welded;
}
public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{
if (!entity.TryGetComponent(out ServerDoorComponent? doorComponent)) return false;
if (!entity.TryGetComponent(out ServerDoorComponent? door)) return false;
if (doorComponent.State == DoorState.Closed && Welded)
if (door.IsWeldedShut != Welded)
{
message.AddMarkup(Loc.GetString("First, weld the door.\n"));
if (Welded == true)
message.AddMarkup(Loc.GetString("construction-condition-door-weld", ("entityName", entity.Name)) + "\n");
else
message.AddMarkup(Loc.GetString("construction-condition-door-unweld", ("entityName", entity.Name)) + "\n");
return true;
}
if (!doorComponent.IsWeldedShut || Welded) return false;
message.AddMarkup(Loc.GetString("First, unweld the door.\n"));
return true;
return false;
}
}
}

View File

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using System.Linq;
using System.Threading;
@@ -31,6 +31,8 @@ using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timing.Timer;
using Content.Server.GameObjects.Components.Construction;
using Robust.Shared.Containers;
namespace Content.Server.GameObjects.Components.Doors
{
@@ -42,6 +44,10 @@ namespace Content.Server.GameObjects.Components.Doors
[ComponentDependency]
private readonly IDoorCheck? _doorCheck = null;
[ViewVariables]
[DataField("board")]
private string? _boardPrototype;
public override DoorState State
{
get => base.State;
@@ -164,6 +170,8 @@ namespace Content.Server.GameObjects.Components.Doors
}
SetAppearance(DoorVisualState.Welded);
}
CreateDoorElectronicsBoard();
}
public override void OnRemove()
@@ -185,6 +193,8 @@ namespace Content.Server.GameObjects.Components.Doors
}
QuickOpen();
}
CreateDoorElectronicsBoard();
}
void IActivate.Activate(ActivateEventArgs eventArgs)
@@ -638,6 +648,39 @@ namespace Content.Server.GameObjects.Components.Doors
return false;
}
/// <summary>
/// Creates the corresponding door electronics board on the door.
/// This exists so when you deconstruct doors that were serialized with the map,
/// you can retrieve the door electronics board.
/// </summary>
private void CreateDoorElectronicsBoard()
{
// Ensure that the construction component is aware of the board container.
if (Owner.TryGetComponent(out ConstructionComponent? construction))
construction.AddContainer("board");
// We don't do anything if this is null or empty.
if (string.IsNullOrEmpty(_boardPrototype))
return;
var container = Owner.EnsureContainer<Container>("board", out var existed);
return;
/* // TODO ShadowCommander: Re-enable when access is added to boards. Requires map update.
if (existed)
{
// We already contain a board. Note: We don't check if it's the right one!
if (container.ContainedEntities.Count != 0)
return;
}
var board = Owner.EntityManager.SpawnEntity(_boardPrototype, Owner.Transform.Coordinates);
if(!container.Insert(board))
Logger.Warning($"Couldn't insert board {board} into door {Owner}!");
*/
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new DoorComponentState(State, StateChangeStartTime, CurrentlyCrushing, GameTiming.CurTime);