Hacking protections for airlocks (#18894)
* Adds the ability to better protect to the internal wiring of airlocks - Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place - To access the wiring, the plating must be cut with a welder and then pried out with a crowbar * Code revisions - Cleaned up the code - Cutting the security grille can now shock you - Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate) - Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille) * Code revision - Accounted for a potentially null string * Update Content.Server/Construction/Completions/AttemptElectrocute.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Adjusted scope * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Removed get / setter and added [ValidatePrototypeId] attribute * Update ChangeWiresPanelSecurityLevel.cs Set security level to "Level0" as the default * Update airlock.yml Removed 'super max' level of security * Update WiresPanelSecurityLevelPrototype.cs * Update WiresSystem.cs Added check for WiresAccessible to OnInteractUsing * Update AttemptElectrocute.cs File scoped namespace * Update ChangeWiresPanelSecurityLevel.cs File scoped namespace * Update AirlockSystem.cs File scoped namespace * Update SharedWiresSystem.cs Removed boiler plate 'OnGetState' and 'OnHandleState' * Update WiresPanelComponent.cs Implemented AutoGenerateComponentState * Removed unnecessary usage references * use TryCloseAll when wires not accessible * minor changes to AttemmptElectrocute * lets try all 7 levels * fix indent in airlock graph * fix indent 2 --------- Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
This commit is contained in:
@@ -1,17 +1,24 @@
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using Content.Server.Electrocution;
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using Content.Shared.Construction;
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namespace Content.Server.Construction.Completions
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{
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[DataDefinition]
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public sealed class AttemptElectrocute : IGraphAction
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{
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (userUid == null)
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return;
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namespace Content.Server.Construction.Completions;
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entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value);
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}
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[DataDefinition]
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public sealed class AttemptElectrocute : IGraphAction
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{
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (userUid == null)
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return;
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if (!entityManager.TryGetComponent<ElectrifiedComponent>(uid, out var electrified))
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return;
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var currentValue = electrified.Enabled;
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electrified.Enabled = true;
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entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value, electrified: electrified);
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electrified.Enabled = currentValue;
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}
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}
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@@ -0,0 +1,27 @@
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using Content.Server.Wires;
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using Content.Shared.Construction;
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using Content.Shared.Wires;
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using JetBrains.Annotations;
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namespace Content.Server.Construction.Completions;
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ChangeWiresPanelSecurityLevel : IGraphAction
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{
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[DataField("level")]
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[ValidatePrototypeId<WiresPanelSecurityLevelPrototype>]
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public string WiresPanelSecurityLevelID = "Level0";
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (WiresPanelSecurityLevelID == null)
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return;
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if (entityManager.TryGetComponent(uid, out WiresPanelComponent? wiresPanel)
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&& entityManager.TrySystem(out WiresSystem? wiresSystem))
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{
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wiresSystem.SetWiresPanelSecurityData(uid, wiresPanel, WiresPanelSecurityLevelID);
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}
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}
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}
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@@ -10,180 +10,179 @@ using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Content.Shared.Wires;
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namespace Content.Server.Doors.Systems
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namespace Content.Server.Doors.Systems;
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public sealed class AirlockSystem : SharedAirlockSystem
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{
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public sealed class AirlockSystem : SharedAirlockSystem
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[Dependency] private readonly WiresSystem _wiresSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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public override void Initialize()
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{
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[Dependency] private readonly WiresSystem _wiresSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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base.Initialize();
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public override void Initialize()
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SubscribeLocalEvent<AirlockComponent, ComponentInit>(OnAirlockInit);
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SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
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SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new [] {typeof(DoorSystem)});
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SubscribeLocalEvent<AirlockComponent, DoorGetPryTimeModifierEvent>(OnGetPryMod);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorPryEvent>(OnDoorPry);
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}
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private void OnAirlockInit(EntityUid uid, AirlockComponent component, ComponentInit args)
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{
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if (TryComp<ApcPowerReceiverComponent>(uid, out var receiverComponent))
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{
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base.Initialize();
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SubscribeLocalEvent<AirlockComponent, ComponentInit>(OnAirlockInit);
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SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
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SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new [] {typeof(DoorSystem)});
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SubscribeLocalEvent<AirlockComponent, DoorGetPryTimeModifierEvent>(OnGetPryMod);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorPryEvent>(OnDoorPry);
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}
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private void OnAirlockInit(EntityUid uid, AirlockComponent component, ComponentInit args)
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{
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if (TryComp<ApcPowerReceiverComponent>(uid, out var receiverComponent))
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{
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Appearance.SetData(uid, DoorVisuals.Powered, receiverComponent.Powered);
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}
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}
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private void OnSignalReceived(EntityUid uid, AirlockComponent component, ref SignalReceivedEvent args)
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{
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if (args.Port == component.AutoClosePort)
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{
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component.AutoClose = false;
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}
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}
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private void OnPowerChanged(EntityUid uid, AirlockComponent component, ref PowerChangedEvent args)
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{
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if (TryComp<AppearanceComponent>(uid, out var appearanceComponent))
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{
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Appearance.SetData(uid, DoorVisuals.Powered, args.Powered, appearanceComponent);
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}
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if (!TryComp(uid, out DoorComponent? door))
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return;
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if (!args.Powered)
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{
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// stop any scheduled auto-closing
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if (door.State == DoorState.Open)
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DoorSystem.SetNextStateChange(uid, null);
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}
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else
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{
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UpdateAutoClose(uid, door: door);
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}
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}
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private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
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{
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// TODO move to shared? having this be server-side, but having client-side door opening/closing & prediction
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// means that sometimes the panels & bolt lights may be visible despite a door being completely open.
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// Only show the maintenance panel if the airlock is closed
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if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
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{
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_wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
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}
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// If the door is closed, we should look if the bolt was locked while closing
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UpdateAutoClose(uid, component);
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// Make sure the airlock auto closes again next time it is opened
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if (args.State == DoorState.Closed)
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component.AutoClose = true;
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}
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/// <summary>
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/// Updates the auto close timer.
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/// </summary>
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public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref airlock, ref door))
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return;
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if (door.State != DoorState.Open)
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return;
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if (!airlock.AutoClose)
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return;
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if (!CanChangeState(uid, airlock))
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return;
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var autoev = new BeforeDoorAutoCloseEvent();
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RaiseLocalEvent(uid, autoev, false);
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if (autoev.Cancelled)
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return;
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DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
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}
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private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
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{
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if (!CanChangeState(uid, component))
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args.Cancel();
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}
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protected override void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
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{
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base.OnBeforeDoorClosed(uid, component, args);
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if (args.Cancelled)
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return;
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// only block based on bolts / power status when initially closing the door, not when its already
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// mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
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// the initial power-check.
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if (TryComp(uid, out DoorComponent? door)
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&& !door.Partial
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&& !CanChangeState(uid, component))
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{
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args.Cancel();
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}
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}
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private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
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{
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if (!CanChangeState(uid, component))
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args.Cancel();
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}
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private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
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{
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if (TryComp<WiresPanelComponent>(uid, out var panel) && panel.Open &&
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TryComp<ActorComponent>(args.User, out var actor))
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{
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_wiresSystem.OpenUserInterface(uid, actor.PlayerSession);
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args.Handled = true;
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return;
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}
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if (component.KeepOpenIfClicked)
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{
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// Disable auto close
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component.AutoClose = false;
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}
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}
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private void OnGetPryMod(EntityUid uid, AirlockComponent component, DoorGetPryTimeModifierEvent args)
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{
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if (_power.IsPowered(uid))
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args.PryTimeModifier *= component.PoweredPryModifier;
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}
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private void OnDoorPry(EntityUid uid, AirlockComponent component, BeforeDoorPryEvent args)
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{
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if (this.IsPowered(uid, EntityManager))
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{
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if (HasComp<ToolForcePoweredComponent>(args.Tool))
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return;
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Popup.PopupEntity(Loc.GetString("airlock-component-cannot-pry-is-powered-message"), uid, args.User);
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args.Cancel();
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}
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}
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public bool CanChangeState(EntityUid uid, AirlockComponent component)
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{
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return this.IsPowered(uid, EntityManager) && !_bolts.IsBolted(uid);
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Appearance.SetData(uid, DoorVisuals.Powered, receiverComponent.Powered);
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}
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}
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private void OnSignalReceived(EntityUid uid, AirlockComponent component, ref SignalReceivedEvent args)
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{
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if (args.Port == component.AutoClosePort)
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{
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component.AutoClose = false;
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}
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}
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private void OnPowerChanged(EntityUid uid, AirlockComponent component, ref PowerChangedEvent args)
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{
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if (TryComp<AppearanceComponent>(uid, out var appearanceComponent))
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{
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Appearance.SetData(uid, DoorVisuals.Powered, args.Powered, appearanceComponent);
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}
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if (!TryComp(uid, out DoorComponent? door))
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return;
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if (!args.Powered)
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{
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// stop any scheduled auto-closing
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if (door.State == DoorState.Open)
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DoorSystem.SetNextStateChange(uid, null);
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}
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else
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{
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UpdateAutoClose(uid, door: door);
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}
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}
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private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
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{
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// TODO move to shared? having this be server-side, but having client-side door opening/closing & prediction
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// means that sometimes the panels & bolt lights may be visible despite a door being completely open.
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// Only show the maintenance panel if the airlock is closed
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if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
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{
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_wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
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}
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// If the door is closed, we should look if the bolt was locked while closing
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UpdateAutoClose(uid, component);
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// Make sure the airlock auto closes again next time it is opened
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if (args.State == DoorState.Closed)
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component.AutoClose = true;
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}
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/// <summary>
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/// Updates the auto close timer.
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/// </summary>
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public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
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{
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if (!Resolve(uid, ref airlock, ref door))
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return;
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|
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if (door.State != DoorState.Open)
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return;
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if (!airlock.AutoClose)
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return;
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if (!CanChangeState(uid, airlock))
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return;
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var autoev = new BeforeDoorAutoCloseEvent();
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RaiseLocalEvent(uid, autoev, false);
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if (autoev.Cancelled)
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return;
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DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
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}
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private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
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{
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if (!CanChangeState(uid, component))
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args.Cancel();
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}
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protected override void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
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{
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base.OnBeforeDoorClosed(uid, component, args);
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|
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if (args.Cancelled)
|
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return;
|
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|
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// only block based on bolts / power status when initially closing the door, not when its already
|
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// mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
|
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// the initial power-check.
|
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|
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if (TryComp(uid, out DoorComponent? door)
|
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&& !door.Partial
|
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&& !CanChangeState(uid, component))
|
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{
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args.Cancel();
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}
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}
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|
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private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
|
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{
|
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if (!CanChangeState(uid, component))
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args.Cancel();
|
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}
|
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|
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private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
|
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{
|
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if (TryComp<WiresPanelComponent>(uid, out var panel) && panel.Open && panel.WiresAccessible
|
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&& TryComp<ActorComponent>(args.User, out var actor))
|
||||
{
|
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_wiresSystem.OpenUserInterface(uid, actor.PlayerSession);
|
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args.Handled = true;
|
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return;
|
||||
}
|
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|
||||
if (component.KeepOpenIfClicked)
|
||||
{
|
||||
// Disable auto close
|
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component.AutoClose = false;
|
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}
|
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}
|
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|
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private void OnGetPryMod(EntityUid uid, AirlockComponent component, DoorGetPryTimeModifierEvent args)
|
||||
{
|
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if (_power.IsPowered(uid))
|
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args.PryTimeModifier *= component.PoweredPryModifier;
|
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}
|
||||
|
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private void OnDoorPry(EntityUid uid, AirlockComponent component, BeforeDoorPryEvent args)
|
||||
{
|
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if (this.IsPowered(uid, EntityManager))
|
||||
{
|
||||
if (HasComp<ToolForcePoweredComponent>(args.Tool))
|
||||
return;
|
||||
Popup.PopupEntity(Loc.GetString("airlock-component-cannot-pry-is-powered-message"), uid, args.User);
|
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args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanChangeState(EntityUid uid, AirlockComponent component)
|
||||
{
|
||||
return this.IsPowered(uid, EntityManager) && !_bolts.IsBolted(uid);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,7 +22,6 @@ using Content.Shared.Speech.EntitySystems;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Stunnable;
|
||||
using Content.Shared.Tag;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.Construction;
|
||||
using Content.Server.Tools.Components;
|
||||
using Content.Server.Wires;
|
||||
using Content.Shared.Construction.Steps;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Examine;
|
||||
@@ -7,8 +10,10 @@ using Content.Shared.Interaction;
|
||||
using Content.Shared.Tools;
|
||||
using Content.Shared.Tools.Components;
|
||||
using Content.Shared.Tools.Systems;
|
||||
using Content.Shared.Wires;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.Tools.Systems;
|
||||
|
||||
@@ -18,6 +23,7 @@ public sealed class WeldableSystem : EntitySystem
|
||||
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
||||
[Dependency] private readonly ConstructionSystem _construction = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -36,6 +42,14 @@ public sealed class WeldableSystem : EntitySystem
|
||||
|
||||
private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args)
|
||||
{
|
||||
// If any construction graph edges has its conditions meet and requires welding, then this construction takes priority
|
||||
if (_construction.GetCurrentNode(uid)?.Edges.Any(x => _construction.CheckConditions(uid, x.Conditions)
|
||||
&& x.Steps.Any(y => (y as ToolConstructionGraphStep)?.Tool == "Welding")) == true)
|
||||
{
|
||||
args.Handled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
|
||||
@@ -31,6 +31,7 @@ public sealed class WiresSystem : SharedWiresSystem
|
||||
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly WiresSystem _wiresSystem = default!;
|
||||
|
||||
// This is where all the wire layouts are stored.
|
||||
[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts = new();
|
||||
@@ -455,7 +456,7 @@ public sealed class WiresSystem : SharedWiresSystem
|
||||
if (!TryComp<ToolComponent>(args.Used, out var tool) || !TryComp<WiresPanelComponent>(uid, out var panel))
|
||||
return;
|
||||
|
||||
if (panel.Open &&
|
||||
if (panel.Open && panel.WiresAccessible &&
|
||||
(_toolSystem.HasQuality(args.Used, "Cutting", tool) ||
|
||||
_toolSystem.HasQuality(args.Used, "Pulsing", tool)))
|
||||
{
|
||||
@@ -631,6 +632,23 @@ public sealed class WiresSystem : SharedWiresSystem
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
public void SetWiresPanelSecurityData(EntityUid uid, WiresPanelComponent component, string wiresPanelSecurityLevelID)
|
||||
{
|
||||
var wiresPanelSecurityLevelPrototype = _protoMan.Index<WiresPanelSecurityLevelPrototype>(wiresPanelSecurityLevelID);
|
||||
|
||||
if (wiresPanelSecurityLevelPrototype == null)
|
||||
return;
|
||||
|
||||
component.WiresAccessible = wiresPanelSecurityLevelPrototype.WiresAccessible;
|
||||
component.WiresPanelSecurityExamination = wiresPanelSecurityLevelPrototype.Examine;
|
||||
Dirty(component);
|
||||
|
||||
if (wiresPanelSecurityLevelPrototype?.WiresAccessible == false)
|
||||
{
|
||||
_uiSystem.TryCloseAll(uid, WiresUiKey.Key);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAppearance(EntityUid uid, WiresPanelComponent panel)
|
||||
{
|
||||
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
|
||||
Reference in New Issue
Block a user