* Give moldy food the "Trash" tag (#29380) Make moldy food items have the "Trash" tag, so they can be collected. * Add "Structure" tag to switches, buttons, and levers (#29378) shit Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * meteor fixes * improve meteor spawning (#29057) * Decrease meteor frequency (#29194) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)" This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148. * Makes machine parts stackable, removes unused field in stack prototypes (#28434) * Makes machine parts stacks, removes unused field in stack prototypes * forgor * Fix tests * Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely * detail * a * Add pressure and temperature warning text to firelocks (#28341) * fix firelocks * missing nukies can be filled in by ghost roles (#28316) * Revert "missing nukies can be filled in by ghost roles (#28316)" This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce. * welding gas mask (#27108) * welding gas mask * eek * Canes + Cane Blade for Syndicate Librarians (#25873) * Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Fix stupid NPC. (#26868) * init commit * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * fixes --------- Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
86 lines
3.1 KiB
C#
86 lines
3.1 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Doors.Components
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{
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/// <summary>
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/// Companion component to <see cref="DoorComponent"/> that handles firelock-specific behavior, including
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/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
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/// retaining pressure..
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FirelockComponent : Component
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{
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#region Settings
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/// <summary>
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/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
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/// </summary>
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/// <returns></returns>
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[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
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public float LockedPryTimeModifier = 1.5f;
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/// <summary>
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/// Maximum pressure difference before the firelock will refuse to open, in kPa.
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/// </summary>
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[DataField("pressureThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float PressureThreshold = 20;
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/// <summary>
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/// Maximum temperature difference before the firelock will refuse to open, in k.
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/// </summary>
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[DataField("temperatureThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float TemperatureThreshold = 330;
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// this used to check for hot-spots, but because accessing that data is a a mess this now just checks
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// temperature. This does mean a cold room will trigger hot-air pop-ups
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/// <summary>
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/// If true, and if this door has an <see cref="AtmosAlarmableComponent"/>, then it will only auto-close if the
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/// alarm is set to danger.
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/// </summary>
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[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
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public bool AlarmAutoClose = true;
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/// <summary>
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/// The cooldown duration before a firelock can automatically close due to a hazardous environment after it has
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/// been pried open. Measured in seconds.
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/// </summary>
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[DataField]
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public TimeSpan EmergencyCloseCooldownDuration = TimeSpan.FromSeconds(2);
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#endregion
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#region Set by system
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/// <summary>
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/// When the firelock will be allowed to automatically close again due to a hazardous environment.
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/// </summary>
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[DataField]
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public TimeSpan? EmergencyCloseCooldown;
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/// <summary>
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/// Whether the firelock can open, or is locked due to its environment.
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/// </summary>
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public bool IsLocked => Pressure || Temperature;
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/// <summary>
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/// Whether the firelock is holding back a hazardous pressure.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Pressure;
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/// <summary>
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/// Whether the firelock is holding back extreme temperatures.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Temperature;
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/// <summary>
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/// Whether the airlock is powered.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Powered;
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#endregion
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}
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}
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