* 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>
125 lines
4.5 KiB
C#
125 lines
4.5 KiB
C#
using Content.Shared.Access.Systems;
|
|
using Content.Shared.Doors.Components;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Prying.Components;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Shared.Doors.Systems;
|
|
|
|
public abstract class SharedFirelockSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
// Access/Prying
|
|
SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
|
|
SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
|
|
SubscribeLocalEvent<FirelockComponent, PriedEvent>(OnAfterPried);
|
|
|
|
// Visuals
|
|
SubscribeLocalEvent<FirelockComponent, MapInitEvent>(UpdateVisuals);
|
|
SubscribeLocalEvent<FirelockComponent, ComponentStartup>(UpdateVisuals);
|
|
|
|
SubscribeLocalEvent<FirelockComponent, ExaminedEvent>(OnExamined);
|
|
}
|
|
|
|
public bool EmergencyPressureStop(EntityUid uid, FirelockComponent? firelock = null, DoorComponent? door = null)
|
|
{
|
|
if (!Resolve(uid, ref firelock, ref door))
|
|
return false;
|
|
|
|
if (door.State != DoorState.Open
|
|
|| firelock.EmergencyCloseCooldown != null
|
|
&& _gameTiming.CurTime < firelock.EmergencyCloseCooldown)
|
|
return false;
|
|
|
|
if (!_doorSystem.TryClose(uid, door))
|
|
return false;
|
|
|
|
return _doorSystem.OnPartialClose(uid, door);
|
|
}
|
|
|
|
#region Access/Prying
|
|
|
|
private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
|
|
{
|
|
// Give the Door remote the ability to force a firelock open even if it is holding back dangerous gas
|
|
var overrideAccess = (args.User != null) && _accessReaderSystem.IsAllowed(args.User.Value, uid);
|
|
|
|
if (!component.Powered || (!overrideAccess && component.IsLocked))
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, ref GetPryTimeModifierEvent args)
|
|
{
|
|
if (component.Temperature)
|
|
{
|
|
_popupSystem.PopupClient(Loc.GetString("firelock-component-is-holding-fire-message"),
|
|
uid, args.User, PopupType.MediumCaution);
|
|
}
|
|
else if (component.Pressure)
|
|
{
|
|
_popupSystem.PopupClient(Loc.GetString("firelock-component-is-holding-pressure-message"),
|
|
uid, args.User, PopupType.MediumCaution);
|
|
}
|
|
|
|
if (component.IsLocked)
|
|
args.PryTimeModifier *= component.LockedPryTimeModifier;
|
|
}
|
|
|
|
private void OnAfterPried(EntityUid uid, FirelockComponent component, ref PriedEvent args)
|
|
{
|
|
component.EmergencyCloseCooldown = _gameTiming.CurTime + component.EmergencyCloseCooldownDuration;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Visuals
|
|
|
|
private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid, component);
|
|
|
|
private void UpdateVisuals(EntityUid uid,
|
|
FirelockComponent? firelock = null,
|
|
DoorComponent? door = null,
|
|
AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref door, ref appearance, false))
|
|
return;
|
|
|
|
// only bother to check pressure on doors that are some variation of closed.
|
|
if (door.State != DoorState.Closed
|
|
&& door.State != DoorState.Welded
|
|
&& door.State != DoorState.Denying)
|
|
{
|
|
_appearance.SetData(uid, DoorVisuals.ClosedLights, false, appearance);
|
|
return;
|
|
}
|
|
|
|
if (!Resolve(uid, ref firelock, ref appearance, false))
|
|
return;
|
|
|
|
_appearance.SetData(uid, DoorVisuals.ClosedLights, firelock.IsLocked, appearance);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void OnExamined(Entity<FirelockComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
using (args.PushGroup(nameof(FirelockComponent)))
|
|
{
|
|
if (ent.Comp.Pressure)
|
|
args.PushMarkup(Loc.GetString("firelock-component-examine-pressure-warning"));
|
|
if (ent.Comp.Temperature)
|
|
args.PushMarkup(Loc.GetString("firelock-component-examine-temperature-warning"));
|
|
}
|
|
}
|
|
}
|