# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
331 lines
9.5 KiB
C#
331 lines
9.5 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Tools;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Timing;
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using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
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namespace Content.Shared.Doors.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class DoorComponent : Component
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{
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/// <summary>
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/// The current state of the door -- whether it is open, closed, opening, or closing.
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/// </summary>
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/// <remarks>
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/// This should never be set directly, use <see cref="SharedDoorSystem.SetState(EntityUid, DoorState, DoorComponent?)"/> instead.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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[Access(typeof(SharedDoorSystem))]
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public DoorState State = DoorState.Closed;
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#region Timing
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// if you want do dynamically adjust these times, you need to add networking for them. So for now, they are all
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// read-only.
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/// <summary>
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/// Closing time until impassable. Total time is this plus <see cref="CloseTimeTwo"/>.
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/// </summary>
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[DataField]
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public TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Closing time until fully closed. Total time is this plus <see cref="CloseTimeOne"/>.
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/// </summary>
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[DataField]
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public TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Opening time until passable. Total time is this plus <see cref="OpenTimeTwo"/>.
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/// </summary>
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[DataField]
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public TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Opening time until fully open. Total time is this plus <see cref="OpenTimeOne"/>.
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/// </summary>
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[DataField]
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public TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Interval between deny sounds & visuals;
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/// </summary>
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[DataField]
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public TimeSpan DenyDuration = TimeSpan.FromSeconds(0.45f);
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[DataField]
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public TimeSpan EmagDuration = TimeSpan.FromSeconds(0.8f);
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/// <summary>
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/// When the door is active, this is the time when the state will next update.
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/// </summary>
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[AutoNetworkedField]
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public TimeSpan? NextStateChange;
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/// <summary>
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/// Whether the door is currently partially closed or open. I.e., when the door is "closing" and is already opaque,
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/// but not yet actually closed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Partial;
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#endregion
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#region Sounds
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/// <summary>
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/// Sound to play when the door opens.
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/// </summary>
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[DataField("openSound")]
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public SoundSpecifier? OpenSound;
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/// <summary>
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/// Sound to play when the door closes.
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/// </summary>
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[DataField("closeSound")]
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public SoundSpecifier? CloseSound;
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/// <summary>
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/// Sound to play if the door is denied.
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/// </summary>
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[DataField("denySound")]
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public SoundSpecifier? DenySound;
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/// <summary>
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/// Sound to play when door has been emagged or possibly electrically tampered
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/// </summary>
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[DataField("sparkSound")]
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public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
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#endregion
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#region Crushing
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/// <summary>
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/// This is how long a door-crush will stun you. This also determines how long it takes the door to open up
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/// again. Total stun time is actually given by this plus <see cref="OpenTimeOne"/>.
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/// </summary>
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[DataField]
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public TimeSpan DoorStunTime = TimeSpan.FromSeconds(2f);
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[DataField]
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public DamageSpecifier? CrushDamage;
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/// <summary>
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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, 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, AutoNetworkedField]
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public bool PerformCollisionCheck = true;
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|
|
/// <summary>
|
|
/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public HashSet<EntityUid> CurrentlyCrushing = new();
|
|
#endregion
|
|
|
|
#region Graphics
|
|
|
|
/// <summary>
|
|
/// The key used when playing door opening/closing/emagging/deny animations.
|
|
/// </summary>
|
|
public const string AnimationKey = "door_animation";
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's open.
|
|
/// </summary>
|
|
[DataField]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public string OpenSpriteState = "open";
|
|
|
|
/// <summary>
|
|
/// The sprite states used for the door while it's open.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public List<(DoorVisualLayers, string)> OpenSpriteStates = default!;
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's closed.
|
|
/// </summary>
|
|
[DataField]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public string ClosedSpriteState = "closed";
|
|
|
|
/// <summary>
|
|
/// The sprite states used for the door while it's closed.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public List<(DoorVisualLayers, string)> ClosedSpriteStates = default!;
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's opening.
|
|
/// </summary>
|
|
[DataField]
|
|
public string OpeningSpriteState = "opening";
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's closing.
|
|
/// </summary>
|
|
[DataField]
|
|
public string ClosingSpriteState = "closing";
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's being emagged.
|
|
/// </summary>
|
|
[DataField]
|
|
public string EmaggingSpriteState = "sparks";
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's open.
|
|
/// </summary>
|
|
[DataField]
|
|
public float OpeningAnimationTime = 0.8f;
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's open.
|
|
/// </summary>
|
|
[DataField]
|
|
public float ClosingAnimationTime = 0.8f;
|
|
|
|
/// <summary>
|
|
/// The sprite state used for the door when it's open.
|
|
/// </summary>
|
|
[DataField]
|
|
public float EmaggingAnimationTime = 1.5f;
|
|
|
|
/// <summary>
|
|
/// The animation used when the door opens.
|
|
/// </summary>
|
|
public object OpeningAnimation = default!;
|
|
|
|
/// <summary>
|
|
/// The animation used when the door closes.
|
|
/// </summary>
|
|
public object ClosingAnimation = default!;
|
|
|
|
/// <summary>
|
|
/// The animation used when the door denies access.
|
|
/// </summary>
|
|
public object DenyingAnimation = default!;
|
|
|
|
/// <summary>
|
|
/// The animation used when the door is emagged.
|
|
/// </summary>
|
|
public object EmaggingAnimation = default!;
|
|
|
|
#endregion Graphics
|
|
|
|
#region Serialization
|
|
/// <summary>
|
|
/// Time until next state change. Because apparently <see cref="IGameTiming.CurTime"/> might not get saved/restored.
|
|
/// </summary>
|
|
[DataField]
|
|
private float? SecondsUntilStateChange
|
|
{
|
|
[UsedImplicitly]
|
|
get
|
|
{
|
|
if (NextStateChange == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
|
|
return (float)(NextStateChange.Value - curTime).TotalSeconds;
|
|
}
|
|
set
|
|
{
|
|
if (value == null || value.Value > 0)
|
|
return;
|
|
|
|
NextStateChange = IoCManager.Resolve<IGameTiming>().CurTime + TimeSpan.FromSeconds(value.Value);
|
|
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public bool CanPry = true;
|
|
|
|
[DataField]
|
|
public ProtoId<ToolQualityPrototype> PryingQuality = "Prying";
|
|
|
|
/// <summary>
|
|
/// Default time that the door should take to pry open.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float PryTime = 1.5f;
|
|
|
|
[DataField]
|
|
public bool ChangeAirtight = true;
|
|
|
|
/// <summary>
|
|
/// Whether the door blocks light.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField]
|
|
public bool Occludes = true;
|
|
|
|
/// <summary>
|
|
/// Whether the door will open when it is bumped into.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField]
|
|
public bool BumpOpen = true;
|
|
|
|
/// <summary>
|
|
/// Whether the door will open when it is activated or clicked.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField]
|
|
public bool ClickOpen = true;
|
|
|
|
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
|
|
public int OpenDrawDepth = (int) DrawDepth.DrawDepth.SmallObjects;
|
|
|
|
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
|
|
public int ClosedDrawDepth = (int) DrawDepth.DrawDepth.Doors;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum DoorState : byte
|
|
{
|
|
Closed,
|
|
Closing,
|
|
Open,
|
|
Opening,
|
|
Welded,
|
|
Denying,
|
|
Emagging
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum DoorVisuals : byte
|
|
{
|
|
State,
|
|
Powered,
|
|
BoltLights,
|
|
EmergencyLights,
|
|
ClosedLights,
|
|
BaseRSI,
|
|
}
|
|
|
|
public enum DoorVisualLayers : byte
|
|
{
|
|
Base,
|
|
BaseUnlit,
|
|
BaseBolted,
|
|
BaseEmergencyAccess,
|
|
}
|