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)
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@@ -241,34 +241,36 @@ public sealed class AtmosAlarmableSystem : EntitySystem
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarmable"></param>
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public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
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public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable))
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if (!Resolve(uid, ref alarmable, ref tags) || alarmable.LastAlarmState == AtmosAlarmType.Normal)
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{
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return;
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}
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TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable, false);
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alarmable.NetworkAlarmStates.Clear();
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TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable);
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if (!alarmable.ReceiveOnly)
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{
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = ResetAll,
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[AlertSource] = tags.Tags
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};
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_deviceNet.QueuePacket(uid, null, payload);
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}
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}
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public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
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public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
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{
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if (!Resolve(uid, ref alarmable, ref tags) || alarmable.ReceiveOnly)
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if (!Resolve(uid, ref alarmable) || alarmable.ReceiveOnly)
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{
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return;
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}
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Reset(uid, alarmable);
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = ResetAll,
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[AlertSource] = tags.Tags
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};
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_deviceNet.QueuePacket(uid, null, payload);
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}
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/// <summary>
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@@ -3,12 +3,15 @@ using Content.Server.Atmos.Monitor.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Access.Systems;
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using Content.Shared.AlertLevel;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.CCVar;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Interaction;
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using Content.Shared.Emag.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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namespace Content.Server.Atmos.Monitor.Systems;
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@@ -17,6 +20,8 @@ public sealed class FireAlarmSystem : EntitySystem
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[Dependency] private readonly AtmosDeviceNetworkSystem _atmosDevNet = default!;
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[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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public override void Initialize()
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{
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@@ -36,6 +41,9 @@ public sealed class FireAlarmSystem : EntitySystem
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if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
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return;
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if (!_configManager.GetCVar(CCVars.FireAlarmAllAccess) && !_access.IsAllowed(args.User, args.Target))
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return;
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if (this.IsPowered(uid, EntityManager))
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{
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if (!_atmosAlarmable.TryGetHighestAlert(uid, out var alarm))
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@@ -31,7 +31,7 @@ namespace Content.Server.Doors.Systems
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private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
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{
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if (component.IsHoldingFire() || component.IsHoldingPressure())
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if (!this.IsPowered(uid, EntityManager) || component.IsHoldingFire() || component.IsHoldingPressure())
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args.Cancel();
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}
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@@ -1185,6 +1185,18 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<float> GhostRoleTime =
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CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED);
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/*
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* Fire alarm
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*/
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/// <summary>
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/// If fire alarms should have all access, or if activating/resetting these
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/// should be restricted to what is dictated on a player's access card.
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/// Defaults to true.
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/// </summary>
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public static readonly CVarDef<bool> FireAlarmAllAccess =
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CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
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/*
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* PLAYTIME
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*/
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