ECS Doors (#5887)
This commit is contained in:
@@ -1,16 +1,19 @@
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using Content.Server.Doors.Components;
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using Content.Server.Doors.Components;
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using Content.Server.Power.Components;
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using Content.Server.WireHacking;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using System;
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namespace Content.Server.Doors.Systems
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{
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public class AirlockSystem : EntitySystem
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public sealed class AirlockSystem : SharedAirlockSystem
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{
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public override void Initialize()
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{
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@@ -19,12 +22,8 @@ namespace Content.Server.Doors.Systems
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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, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
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SubscribeLocalEvent<AirlockComponent, DoorSafetyEnabledEvent>(OnDoorSafetyCheck);
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SubscribeLocalEvent<AirlockComponent, BeforeDoorAutoCloseEvent>(OnDoorAutoCloseCheck);
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SubscribeLocalEvent<AirlockComponent, DoorGetCloseTimeModifierEvent>(OnDoorCloseTimeModifier);
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SubscribeLocalEvent<AirlockComponent, DoorClickShouldActivateEvent>(OnDoorClickShouldActivate);
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SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new [] {typeof(DoorSystem)});
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SubscribeLocalEvent<AirlockComponent, BeforeDoorPryEvent>(OnDoorPry);
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}
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@@ -35,21 +34,59 @@ namespace Content.Server.Doors.Systems
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appearanceComponent.SetData(DoorVisuals.Powered, args.Powered);
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}
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if (!args.Powered)
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{
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// stop any scheduled auto-closing
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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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// door received power. Lets "wake" the door up, in case it is currently open and needs to auto-close.
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DoorSystem.SetNextStateChange(uid, TimeSpan.FromSeconds(1));
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}
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// BoltLights also got out
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component.UpdateBoltLightStatus();
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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<WiresComponent>(uid, out var wiresComponent))
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{
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wiresComponent.IsPanelVisible =
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component.OpenPanelVisible
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|| args.State != SharedDoorComponent.DoorState.Open;
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|| 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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component.UpdateBoltLightStatus();
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UpdateAutoClose(uid, component);
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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.CanChangeState())
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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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@@ -58,10 +95,23 @@ namespace Content.Server.Doors.Systems
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args.Cancel();
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}
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private void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
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protected override void OnBeforeDoorClosed(EntityUid uid, SharedAirlockComponent component, BeforeDoorClosedEvent args)
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{
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if (!component.CanChangeState())
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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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&& !Comp<AirlockComponent>(uid).CanChangeState())
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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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@@ -70,26 +120,10 @@ namespace Content.Server.Doors.Systems
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args.Cancel();
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}
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private void OnDoorSafetyCheck(EntityUid uid, AirlockComponent component, DoorSafetyEnabledEvent args)
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{
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args.Safety = component.Safety;
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}
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private void OnDoorAutoCloseCheck(EntityUid uid, AirlockComponent component, BeforeDoorAutoCloseEvent args)
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{
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if (!component.AutoClose)
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args.Cancel();
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}
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private void OnDoorCloseTimeModifier(EntityUid uid, AirlockComponent component, DoorGetCloseTimeModifierEvent args)
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{
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args.CloseTimeModifier *= component.AutoCloseDelayModifier;
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}
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private void OnDoorClickShouldActivate(EntityUid uid, AirlockComponent component, DoorClickShouldActivateEvent args)
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private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
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{
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if (TryComp<WiresComponent>(uid, out var wiresComponent) && wiresComponent.IsPanelOpen &&
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EntityManager.TryGetComponent(args.Args.User, out ActorComponent? actor))
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EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
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{
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wiresComponent.OpenInterface(actor.PlayerSession);
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args.Handled = true;
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@@ -100,12 +134,12 @@ namespace Content.Server.Doors.Systems
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{
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if (component.IsBolted())
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{
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component.Owner.PopupMessage(args.Args.User, Loc.GetString("airlock-component-cannot-pry-is-bolted-message"));
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component.Owner.PopupMessage(args.User, Loc.GetString("airlock-component-cannot-pry-is-bolted-message"));
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args.Cancel();
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}
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if (component.IsPowered())
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{
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component.Owner.PopupMessage(args.Args.User, Loc.GetString("airlock-component-cannot-pry-is-powered-message"));
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component.Owner.PopupMessage(args.User, Loc.GetString("airlock-component-cannot-pry-is-powered-message"));
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args.Cancel();
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}
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}
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@@ -1,69 +1,293 @@
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using Content.Server.Doors.Components;
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using Content.Server.Access;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Construction;
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using Content.Server.Construction.Components;
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using Content.Server.Tools;
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using Content.Server.Tools.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using System.Linq;
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namespace Content.Server.Doors
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namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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/// <summary>
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/// Used on the server side to manage global access level overrides.
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/// </summary>
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internal sealed class DoorSystem : SharedDoorSystem
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[Dependency] private readonly ConstructionSystem _constructionSystem = default!;
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[Dependency] private readonly ToolSystem _toolSystem = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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public override void Initialize()
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{
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/// <summary>
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/// Determines the base access behavior of all doors on the station.
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/// </summary>
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public AccessTypes AccessType { get; set; }
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base.Initialize();
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/// <summary>
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/// How door access should be handled.
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/// </summary>
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public enum AccessTypes
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SubscribeLocalEvent<DoorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<DoorComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<DoorComponent, PryFinishedEvent>(OnPryFinished);
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SubscribeLocalEvent<DoorComponent, PryCancelledEvent>(OnPryCancelled);
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SubscribeLocalEvent<DoorComponent, WeldFinishedEvent>(OnWeldFinished);
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SubscribeLocalEvent<DoorComponent, WeldCancelledEvent>(OnWeldCancelled);
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}
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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//
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
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//
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// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
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// an open door), then the audio would only be played for the client performing the interaction.
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//
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// So we do this:
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// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
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// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
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// - Major exception is player interactions, which other players cannot predict
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// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
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// interaction.
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/// <summary>
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/// Selectively send sound to clients, taking care to not send the double-audio.
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/// </summary>
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/// <param name="uid">The audio source</param>
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/// <param name="sound">The sound</param>
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/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
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/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
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/// this assumes it would have been predicted by all players in PVS range.</param>
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protected override void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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{
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// If this sound would have been predicted by all clients, do not play any audio.
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if (predicted && predictingPlayer == null)
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return;
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var filter = Filter.Pvs(uid);
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if (predicted)
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{
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/// <summary> ID based door access. </summary>
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Id,
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/// <summary>
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/// Allows everyone to open doors, except external which airlocks are still handled with ID's
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/// </summary>
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AllowAllIdExternal,
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/// <summary>
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/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
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/// ID access.
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/// </summary>
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AllowAllNoExternal,
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/// <summary> Allows everyone to open all doors. </summary>
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AllowAll
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// This interaction is predicted, but only by the instigating user, who will have played their own sounds.
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filter.RemoveWhereAttachedEntity(e => e == predictingPlayer);
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}
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public override void Initialize()
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{
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base.Initialize();
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// send the sound to players.
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SoundSystem.Play(filter, sound, uid, AudioParams.Default.WithVolume(-5));
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}
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AccessType = AccessTypes.Id;
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SubscribeLocalEvent<ServerDoorComponent, StartCollideEvent>(HandleCollide);
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#region DoAfters
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/// <summary>
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/// Weld or pry open a door.
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/// </summary>
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private void OnInteractUsing(EntityUid uid, DoorComponent door, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp(args.Used, out ToolComponent? tool))
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return;
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if (tool.Qualities.Contains(door.PryingQuality))
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{
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TryPryDoor(uid, args.Used, args.User, door);
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args.Handled = true;
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return;
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}
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private void HandleCollide(EntityUid uid, ServerDoorComponent component, StartCollideEvent args)
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if (door.Weldable && tool.Qualities.Contains(door.WeldingQuality))
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{
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if (!EntityManager.HasComponent<DoorBumpOpenerComponent>(args.OtherFixture.Body.Owner))
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{
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return;
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}
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if (component.State != SharedDoorComponent.DoorState.Closed)
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{
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return;
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}
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if (!component.BumpOpen)
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{
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return;
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}
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// Disabled because it makes it suck hard to walk through double doors.
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component.TryOpen(args.OtherFixture.Body.Owner);
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TryWeldDoor(uid, args.Used, args.User, door);
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args.Handled = true;
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}
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}
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/// <summary>
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/// Attempt to weld a door shut, or unweld it if it is already welded. This does not actually check if the user
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/// is holding the correct tool.
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/// </summary>
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private async void TryWeldDoor(EntityUid target, EntityUid used, EntityUid user, DoorComponent door)
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{
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if (!door.Weldable || door.BeingWelded || door.CurrentlyCrushing.Count > 0)
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return;
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// is the door in a weld-able state?
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if (door.State != DoorState.Closed && door.State != DoorState.Welded)
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return;
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// perform a do-after delay
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door.BeingWelded = true;
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_toolSystem.UseTool(used, user, target, 3f, 3f, door.WeldingQuality,
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new WeldFinishedEvent(), new WeldCancelledEvent(), target);
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}
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/// <summary>
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/// Pry open a door. This does not check if the user is holding the required tool.
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/// </summary>
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private async void TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door)
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{
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if (door.State == DoorState.Welded)
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return;
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var canEv = new BeforeDoorPryEvent(user);
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RaiseLocalEvent(target, canEv, false);
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if (canEv.Cancelled)
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return;
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var modEv = new DoorGetPryTimeModifierEvent();
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RaiseLocalEvent(target, modEv, false);
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_toolSystem.UseTool(tool, user, target, 0f, modEv.PryTimeModifier * door.PryTime, door.PryingQuality,
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new PryFinishedEvent(), new PryCancelledEvent(), target);
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}
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private void OnWeldCancelled(EntityUid uid, DoorComponent door, WeldCancelledEvent args)
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{
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door.BeingWelded = false;
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}
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private void OnWeldFinished(EntityUid uid, DoorComponent door, WeldFinishedEvent args)
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{
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door.BeingWelded = false;
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if (!door.Weldable)
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return;
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if (door.State == DoorState.Closed)
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SetState(uid, DoorState.Welded, door);
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else if (door.State == DoorState.Welded)
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SetState(uid, DoorState.Closed, door);
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}
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private void OnPryCancelled(EntityUid uid, DoorComponent door, PryCancelledEvent args)
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{
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door.BeingPried = false;
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}
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private void OnPryFinished(EntityUid uid, DoorComponent door, PryFinishedEvent args)
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{
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door.BeingPried = false;
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if (door.State == DoorState.Closed)
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StartOpening(uid, door);
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else if (door.State == DoorState.Open)
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StartClosing(uid, door);
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}
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#endregion
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/// <summary>
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/// Does the user have the permissions required to open this door?
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/// </summary>
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public override bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
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{
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// TODO network AccessComponent for predicting doors
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// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
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if (user == null || AccessType == AccessTypes.AllowAll)
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return true;
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if (!Resolve(uid, ref access, false))
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return true;
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var isExternal = access.AccessLists.Any(list => list.Contains("External"));
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return AccessType switch
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{
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// Some game modes modify access rules.
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AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(access, user.Value),
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AccessTypes.AllowAllNoExternal => !isExternal,
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_ => _accessReaderSystem.IsAllowed(access, user.Value)
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};
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}
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/// <summary>
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/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
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/// generate "access denied" sounds as you fire at a door.
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/// </summary>
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protected override void HandleCollide(EntityUid uid, DoorComponent door, StartCollideEvent args)
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{
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// TODO ACCESS READER move access reader to shared and predict door opening/closing
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// Then this can be moved to the shared system without mispredicting.
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if (!door.BumpOpen)
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return;
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if (door.State != DoorState.Closed)
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return;
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if (TryComp(args.OtherFixture.Body.Owner, out TagComponent? tags) && tags.HasTag("DoorBumpOpener"))
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TryOpen(uid, door, args.OtherFixture.Body.Owner);
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}
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public override void OnPartialOpen(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
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{
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if (!Resolve(uid, ref door, ref physics))
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return;
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base.OnPartialOpen(uid, door, physics);
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if (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
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{
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_airtightSystem.SetAirblocked(airtight, false);
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}
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// Path-finding. Has nothing directly to do with access readers.
|
||||
RaiseLocalEvent(new AccessReaderChangeMessage(uid, false));
|
||||
}
|
||||
|
||||
public override bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsComponent? physics = null)
|
||||
{
|
||||
if (!Resolve(uid, ref door, ref physics))
|
||||
return false;
|
||||
|
||||
if (!base.OnPartialClose(uid, door, physics))
|
||||
return false;
|
||||
|
||||
// update airtight, if we did not crush something.
|
||||
if (door.ChangeAirtight && door.CurrentlyCrushing.Count == 0 && TryComp(uid, out AirtightComponent? airtight))
|
||||
_airtightSystem.SetAirblocked(airtight, true);
|
||||
|
||||
// Path-finding. Has nothing directly to do with access readers.
|
||||
RaiseLocalEvent(new AccessReaderChangeMessage(uid, true));
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnMapInit(EntityUid uid, DoorComponent door, MapInitEvent args)
|
||||
{
|
||||
// Ensure that the construction component is aware of the board container.
|
||||
if (TryComp(uid, out ConstructionComponent? construction))
|
||||
_constructionSystem.AddContainer(uid, "board", construction);
|
||||
|
||||
// We don't do anything if this is null or empty.
|
||||
if (string.IsNullOrEmpty(door.BoardPrototype))
|
||||
return;
|
||||
|
||||
var container = uid.EnsureContainer<Container>("board", out var existed);
|
||||
|
||||
/* // 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 class PryFinishedEvent : EntityEventArgs { }
|
||||
public class PryCancelledEvent : EntityEventArgs { }
|
||||
public class WeldFinishedEvent : EntityEventArgs { }
|
||||
public class WeldCancelledEvent : EntityEventArgs { }
|
||||
|
||||
@@ -1,17 +1,21 @@
|
||||
using Content.Server.Atmos.Monitor.Components;
|
||||
using Content.Server.Atmos.Monitor.Components;
|
||||
using Content.Server.Atmos.Monitor.Systems;
|
||||
using Content.Server.Doors.Components;
|
||||
using Content.Shared.Atmos.Monitor;
|
||||
using Content.Shared.Doors;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Content.Shared.Doors.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
|
||||
namespace Content.Server.Doors.Systems
|
||||
{
|
||||
public class FirelockSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
@@ -19,8 +23,8 @@ namespace Content.Server.Doors.Systems
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
|
||||
SubscribeLocalEvent<FirelockComponent, DoorGetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
|
||||
SubscribeLocalEvent<FirelockComponent, DoorClickShouldActivateEvent>(OnDoorClickShouldActivate);
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorPryEvent>(OnBeforeDoorPry);
|
||||
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
|
||||
SubscribeLocalEvent<FirelockComponent, AtmosMonitorAlarmEvent>(OnAtmosAlarm);
|
||||
}
|
||||
@@ -42,26 +46,20 @@ namespace Content.Server.Doors.Systems
|
||||
args.PryTimeModifier *= component.LockedPryTimeModifier;
|
||||
}
|
||||
|
||||
private void OnDoorClickShouldActivate(EntityUid uid, FirelockComponent component, DoorClickShouldActivateEvent args)
|
||||
{
|
||||
// We're a firelock, you can't click to open it
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private void OnBeforeDoorPry(EntityUid uid, FirelockComponent component, BeforeDoorPryEvent args)
|
||||
{
|
||||
if (!TryComp<ServerDoorComponent>(uid, out var doorComponent) || doorComponent.State != SharedDoorComponent.DoorState.Closed)
|
||||
if (!TryComp<DoorComponent>(uid, out var door) || door.State != DoorState.Closed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.IsHoldingPressure())
|
||||
{
|
||||
component.Owner.PopupMessage(args.Args.User, Loc.GetString("firelock-component-is-holding-pressure-message"));
|
||||
component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-pressure-message"));
|
||||
}
|
||||
else if (component.IsHoldingFire())
|
||||
{
|
||||
component.Owner.PopupMessage(args.Args.User, Loc.GetString("firelock-component-is-holding-fire-message"));
|
||||
component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-fire-message"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,12 +79,12 @@ namespace Content.Server.Doors.Systems
|
||||
|
||||
private void OnAtmosAlarm(EntityUid uid, FirelockComponent component, AtmosMonitorAlarmEvent args)
|
||||
{
|
||||
if (!TryComp<ServerDoorComponent>(uid, out var doorComponent)) return;
|
||||
if (!TryComp<DoorComponent>(uid, out var doorComponent)) return;
|
||||
|
||||
if (args.HighestNetworkType == AtmosMonitorAlarmType.Normal)
|
||||
{
|
||||
if (doorComponent.State == SharedDoorComponent.DoorState.Closed)
|
||||
doorComponent.Open();
|
||||
if (doorComponent.State == DoorState.Closed)
|
||||
_doorSystem.TryOpen(uid);
|
||||
}
|
||||
else if (args.HighestNetworkType == AtmosMonitorAlarmType.Danger)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user