Wires patches (#7993)
* door bolts now set if power is off and wire is pulsed, makes WiresSystem get a new random every time the round restarts * ??? what's shuffle doing in the interface ??? * oops
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@@ -55,10 +55,17 @@ public class DoorBoltWireAction : BaseWireAction
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public override bool Pulse(EntityUid user, Wire wire)
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{
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if (IsPowered(wire.Owner)
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&& EntityManager.TryGetComponent<AirlockComponent>(wire.Owner, out var door))
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if (EntityManager.TryGetComponent<AirlockComponent>(wire.Owner, out var door))
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{
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door.SetBoltsWithAudio(!door.BoltsDown);
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if (IsPowered(wire.Owner))
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{
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door.SetBoltsWithAudio(!door.BoltsDown);
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}
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else if (!door.BoltsDown)
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{
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door.SetBoltsWithAudio(true);
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}
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}
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return true;
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@@ -23,7 +23,6 @@ namespace Content.Server.Wires;
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public sealed class WiresSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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@@ -33,6 +32,8 @@ public sealed class WiresSystem : EntitySystem
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[Dependency] private readonly HandsSystem _handsSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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private IRobustRandom _random = new RobustRandom();
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// This is where all the wire layouts are stored.
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[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts = new();
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@@ -824,6 +825,7 @@ public sealed class WiresSystem : EntitySystem
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private void Reset(RoundRestartCleanupEvent args)
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{
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_layouts.Clear();
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_random = new RobustRandom();
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}
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#endregion
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