ECS Doors (#5887)
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@@ -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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