Fixes reset propagation for atmospheric alarm receivers, adds CVar for fire alarm all access (#11020)

* adds a check for if a firelock is powered before auto-opening

* fixes issue where resets would not propagate properly

* adds cvar bound for fire alarm access (defaults to all access)
This commit is contained in:
Flipp Syder
2022-09-05 18:15:50 -07:00
committed by GitHub
parent 8114d9d614
commit 8cbcf2d640
4 changed files with 37 additions and 15 deletions

View File

@@ -241,34 +241,36 @@ public sealed class AtmosAlarmableSystem : EntitySystem
/// </summary>
/// <param name="uid"></param>
/// <param name="alarmable"></param>
public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
{
if (!Resolve(uid, ref alarmable))
if (!Resolve(uid, ref alarmable, ref tags) || alarmable.LastAlarmState == AtmosAlarmType.Normal)
{
return;
}
TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable, false);
alarmable.NetworkAlarmStates.Clear();
TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable);
if (!alarmable.ReceiveOnly)
{
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = ResetAll,
[AlertSource] = tags.Tags
};
_deviceNet.QueuePacket(uid, null, payload);
}
}
public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
{
if (!Resolve(uid, ref alarmable, ref tags) || alarmable.ReceiveOnly)
if (!Resolve(uid, ref alarmable) || alarmable.ReceiveOnly)
{
return;
}
Reset(uid, alarmable);
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = ResetAll,
[AlertSource] = tags.Tags
};
_deviceNet.QueuePacket(uid, null, payload);
}
/// <summary>

View File

@@ -3,12 +3,15 @@ using Content.Server.Atmos.Monitor.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Access.Systems;
using Content.Shared.AlertLevel;
using Content.Shared.Atmos.Monitor;
using Content.Shared.CCVar;
using Content.Shared.DeviceNetwork;
using Content.Shared.Interaction;
using Content.Shared.Emag.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
namespace Content.Server.Atmos.Monitor.Systems;
@@ -17,6 +20,8 @@ public sealed class FireAlarmSystem : EntitySystem
[Dependency] private readonly AtmosDeviceNetworkSystem _atmosDevNet = default!;
[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
public override void Initialize()
{
@@ -36,6 +41,9 @@ public sealed class FireAlarmSystem : EntitySystem
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
return;
if (!_configManager.GetCVar(CCVars.FireAlarmAllAccess) && !_access.IsAllowed(args.User, args.Target))
return;
if (this.IsPowered(uid, EntityManager))
{
if (!_atmosAlarmable.TryGetHighestAlert(uid, out var alarm))

View File

@@ -31,7 +31,7 @@ namespace Content.Server.Doors.Systems
private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
{
if (component.IsHoldingFire() || component.IsHoldingPressure())
if (!this.IsPowered(uid, EntityManager) || component.IsHoldingFire() || component.IsHoldingPressure())
args.Cancel();
}

View File

@@ -1185,6 +1185,18 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<float> GhostRoleTime =
CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED);
/*
* Fire alarm
*/
/// <summary>
/// If fire alarms should have all access, or if activating/resetting these
/// should be restricted to what is dictated on a player's access card.
/// Defaults to true.
/// </summary>
public static readonly CVarDef<bool> FireAlarmAllAccess =
CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
/*
* PLAYTIME
*/