Predict doors and airlocks (#25419)
* predict doors and airlocks * prying, too * ack * eek
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@@ -12,6 +12,9 @@ namespace Content.Shared.Doors.Components;
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[Access(typeof(SharedAirlockSystem), Friend = AccessPermissions.ReadWriteExecute, Other = AccessPermissions.Read)]
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public sealed partial class AirlockComponent : Component
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{
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[DataField, AutoNetworkedField]
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public bool Powered;
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// Need to network airlock safety state to avoid mis-predicts when a door auto-closes as the client walks through the door.
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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@@ -8,36 +8,43 @@ namespace Content.Shared.Doors.Components;
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/// Companion component to DoorComponent that handles bolt-specific behavior.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedDoorBoltSystem))]
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[Access(typeof(SharedDoorSystem))]
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[AutoGenerateComponentState]
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public sealed partial class DoorBoltComponent : Component
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{
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/// <summary>
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/// Sound to play when the bolts on the airlock go up.
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/// </summary>
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[DataField("boltUpSound"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier BoltUpSound = new SoundPathSpecifier("/Audio/Machines/boltsup.ogg");
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/// <summary>
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/// Sound to play when the bolts on the airlock go down.
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/// </summary>
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[DataField("boltDownSound"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier BoltDownSound = new SoundPathSpecifier("/Audio/Machines/boltsdown.ogg");
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/// <summary>
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/// Whether the door bolts are currently deployed.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public bool BoltsDown;
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/// <summary>
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/// Whether the bolt lights are currently enabled.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public bool BoltLightsEnabled = true;
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/// <summary>
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/// True if the bolt wire is cut, which will force the airlock to always be bolted as long as it has power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public bool BoltWireCut;
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/// <summary>
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/// Used for prediction. true if the door has power.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Powered;
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}
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@@ -124,14 +124,14 @@ public sealed partial class DoorComponent : Component
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/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
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/// stun, not whether it can close despite entities being in the way.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool CanCrush = true;
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/// <summary>
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/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
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/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool PerformCollisionCheck = true;
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/// <summary>
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@@ -190,7 +190,7 @@ public sealed partial class DoorComponent : Component
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/// The sprite state used for the door when it's being emagged.
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/// </summary>
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[DataField]
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public string EmaggingSpriteState = "emagging";
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public string EmaggingSpriteState = "sparks";
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/// <summary>
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/// The sprite state used for the door when it's open.
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