* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
377 lines
13 KiB
C#
377 lines
13 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Construction.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Storage.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.Verbs;
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using Content.Shared.Wires;
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Lock;
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/// <summary>
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/// Handles (un)locking and examining of Lock components
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/// </summary>
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[UsedImplicitly]
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public sealed class LockSystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly ActivatableUISystem _activatableUI = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _sharedPopupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LockComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<LockComponent, ActivateInWorldEvent>(OnActivated);
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SubscribeLocalEvent<LockComponent, StorageOpenAttemptEvent>(OnStorageOpenAttempt);
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SubscribeLocalEvent<LockComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<LockComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleLockVerb);
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SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
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SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
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SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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SubscribeLocalEvent<LockedWiresPanelComponent, AttemptChangePanelEvent>(OnAttemptChangePanel);
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SubscribeLocalEvent<LockedAnchorableComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, LockToggledEvent>(LockToggled);
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}
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private void OnStartup(EntityUid uid, LockComponent lockComp, ComponentStartup args)
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{
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_appearanceSystem.SetData(uid, LockVisuals.Locked, lockComp.Locked);
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}
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private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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// Only attempt an unlock by default on Activate
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if (lockComp.Locked && lockComp.UnlockOnClick)
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{
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TryUnlock(uid, args.User, lockComp);
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args.Handled = true;
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}
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else if (!lockComp.Locked && lockComp.LockOnClick)
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{
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TryLock(uid, args.User, lockComp);
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args.Handled = true;
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}
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}
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private void OnStorageOpenAttempt(EntityUid uid, LockComponent component, ref StorageOpenAttemptEvent args)
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{
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if (!component.Locked)
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return;
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if (!args.Silent)
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_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
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args.Cancelled = true;
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}
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private void OnExamined(EntityUid uid, LockComponent lockComp, ExaminedEvent args)
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{
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args.PushText(Loc.GetString(lockComp.Locked
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? "lock-comp-on-examined-is-locked"
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: "lock-comp-on-examined-is-unlocked",
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("entityName", Identity.Name(uid, EntityManager))));
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}
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/// <summary>
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/// Attmempts to lock a given entity
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/// </summary>
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/// <remarks>
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/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person trying to lock it</param>
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/// <param name="lockComp"></param>
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/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
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/// <returns>If locking was successful</returns>
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public bool TryLock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
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{
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if (!Resolve(uid, ref lockComp))
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return false;
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if (!CanToggleLock(uid, user, quiet: false))
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return false;
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if (!HasUserAccess(uid, user, quiet: false))
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return false;
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if (!skipDoAfter && lockComp.LockTime != TimeSpan.Zero)
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{
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return _doAfter.TryStartDoAfter(
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new DoAfterArgs(EntityManager, user, lockComp.LockTime, new LockDoAfter(), uid, uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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RequireCanInteract = true,
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NeedHand = true
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});
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}
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-lock-success",
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("entityName", Identity.Name(uid, EntityManager))), uid, user);
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_audio.PlayPredicted(lockComp.LockSound, uid, user);
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lockComp.Locked = true;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, true);
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Dirty(uid, lockComp);
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var ev = new LockToggledEvent(true);
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RaiseLocalEvent(uid, ref ev, true);
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return true;
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}
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/// <summary>
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/// Forces a given entity to be unlocked
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/// </summary>
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/// <remarks>
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/// This does not process do-after times.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person unlocking it. Can be null</param>
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/// <param name="lockComp"></param>
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public void Unlock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
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{
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if (!Resolve(uid, ref lockComp))
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return;
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if (user is { Valid: true })
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{
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-unlock-success",
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("entityName", Identity.Name(uid, EntityManager))), uid, user.Value);
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}
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_audio.PlayPredicted(lockComp.UnlockSound, uid, user);
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lockComp.Locked = false;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
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Dirty(uid, lockComp);
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var ev = new LockToggledEvent(false);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Attmempts to unlock a given entity
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/// </summary>
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/// <remarks>
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/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person trying to unlock it</param>
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/// <param name="lockComp"></param>
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/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
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/// <returns>If locking was successful</returns>
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public bool TryUnlock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
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{
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if (!Resolve(uid, ref lockComp))
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return false;
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if (!CanToggleLock(uid, user, quiet: false))
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return false;
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if (!HasUserAccess(uid, user, quiet: false))
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return false;
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if (!skipDoAfter && lockComp.UnlockTime != TimeSpan.Zero)
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{
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return _doAfter.TryStartDoAfter(
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new DoAfterArgs(EntityManager, user, lockComp.LockTime, new UnlockDoAfter(), uid, uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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RequireCanInteract = true,
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NeedHand = true
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});
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}
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Unlock(uid, user, lockComp);
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return true;
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}
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/// <summary>
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/// Returns true if the entity is locked.
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/// Entities with no lock component are considered unlocked.
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/// </summary>
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public bool IsLocked(Entity<LockComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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return ent.Comp.Locked;
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}
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/// <summary>
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/// Raises an event for other components to check whether or not
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/// the entity can be locked in its current state.
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/// </summary>
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public bool CanToggleLock(EntityUid uid, EntityUid user, bool quiet = true)
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{
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if (!HasComp<HandsComponent>(user))
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return false;
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var ev = new LockToggleAttemptEvent(user, quiet);
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RaiseLocalEvent(uid, ref ev, true);
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return !ev.Cancelled;
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}
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private bool HasUserAccess(EntityUid uid, EntityUid user, AccessReaderComponent? reader = null, bool quiet = true)
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{
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// Not having an AccessComponent means you get free access. woo!
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if (!Resolve(uid, ref reader, false))
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return true;
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if (_accessReader.IsAllowed(user, uid, reader))
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return true;
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if (!quiet)
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), uid, user);
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return false;
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}
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private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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AlternativeVerb verb = new()
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{
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Act = component.Locked
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? () => TryUnlock(uid, args.User, component)
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: () => TryLock(uid, args.User, component),
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Text = Loc.GetString(component.Locked ? "toggle-lock-verb-unlock" : "toggle-lock-verb-lock"),
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Icon = !component.Locked
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? new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/lock.svg.192dpi.png"))
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: new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/unlock.svg.192dpi.png")),
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};
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args.Verbs.Add(verb);
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}
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private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)
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{
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if (!component.Locked || !component.BreakOnEmag)
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return;
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_audio.PlayPredicted(component.UnlockSound, uid, args.UserUid);
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component.Locked = false;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
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Dirty(uid, component);
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var ev = new LockToggledEvent(false);
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RaiseLocalEvent(uid, ref ev, true);
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RemComp<LockComponent>(uid); //Literally destroys the lock as a tell it was emagged
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args.Handled = true;
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}
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private void OnDoAfterLock(EntityUid uid, LockComponent component, LockDoAfter args)
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{
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if (args.Cancelled)
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return;
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TryLock(uid, args.User, skipDoAfter: true);
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}
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private void OnDoAfterUnlock(EntityUid uid, LockComponent component, UnlockDoAfter args)
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{
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if (args.Cancelled)
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return;
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TryUnlock(uid, args.User, skipDoAfter: true);
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}
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private void OnLockToggleAttempt(Entity<LockedWiresPanelComponent> ent, ref LockToggleAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<WiresPanelComponent>(ent, out var panel) || !panel.Open)
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return;
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if (!args.Silent)
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{
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_sharedPopupSystem.PopupClient(Loc.GetString("construction-step-condition-wire-panel-close"),
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ent,
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args.User);
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}
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args.Cancelled = true;
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}
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private void OnAttemptChangePanel(Entity<LockedWiresPanelComponent> ent, ref AttemptChangePanelEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
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return;
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
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("target", Identity.Entity(ent, EntityManager))),
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ent,
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args.User);
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args.Cancelled = true;
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}
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private void OnUnanchorAttempt(Entity<LockedAnchorableComponent> ent, ref UnanchorAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
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return;
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
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("target", Identity.Entity(ent, EntityManager))),
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ent,
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args.User);
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args.Cancel();
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}
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private void OnUIOpenAttempt(EntityUid uid, ActivatableUIRequiresLockComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryComp<LockComponent>(uid, out var lockComp) && lockComp.Locked != component.RequireLocked)
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{
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args.Cancel();
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if (lockComp.Locked)
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_sharedPopupSystem.PopupEntity(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
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}
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}
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private void LockToggled(EntityUid uid, ActivatableUIRequiresLockComponent component, LockToggledEvent args)
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{
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if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
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return;
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_activatableUI.CloseAll(uid);
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}
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}
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