Fixes edge firelock serialization
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@@ -26,7 +26,9 @@ namespace Content.Server.GameObjects.Components.Atmos
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public override string Name => "Airtight";
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[ViewVariables]
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private int _airBlockedDirection;
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private int _initialAirBlockedDirection;
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[ViewVariables]
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private int _currentAirBlockedDirection;
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private bool _airBlocked = true;
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private bool _fixVacuum = false;
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@@ -50,10 +52,11 @@ namespace Content.Server.GameObjects.Components.Atmos
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public AtmosDirection AirBlockedDirection
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{
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get => (AtmosDirection)_airBlockedDirection;
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get => (AtmosDirection)_currentAirBlockedDirection;
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set
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{
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_airBlockedDirection = (int) value;
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_currentAirBlockedDirection = (int) value;
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_initialAirBlockedDirection = (int)Rotate(AirBlockedDirection, -Owner.Transform.LocalRotation);
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UpdatePosition();
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}
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@@ -68,7 +71,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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serializer.DataField(ref _airBlocked, "airBlocked", true);
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serializer.DataField(ref _fixVacuum, "fixVacuum", true);
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serializer.DataField(ref _airBlockedDirection, "airBlockedDirection", (int)AtmosDirection.All, WithFormat.Flags<AtmosDirectionFlags>());
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serializer.DataField(ref _initialAirBlockedDirection, "airBlockedDirection", (int)AtmosDirection.All, WithFormat.Flags<AtmosDirectionFlags>());
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serializer.DataField(ref _rotateAirBlocked, "rotateAirBlocked", true);
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serializer.DataField(ref _fixAirBlockedDirectionInitialize, "fixAirBlockedDirectionInitialize", true);
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}
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@@ -88,31 +91,37 @@ namespace Content.Server.GameObjects.Components.Atmos
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Owner.EntityManager.EventBus.SubscribeEvent<RotateEvent>(EventSource.Local, this, RotateEvent);
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if(_fixAirBlockedDirectionInitialize)
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RotateEvent(new RotateEvent(Owner, Angle.South, Owner.Transform.LocalRotation));
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RotateEvent(new RotateEvent(Owner, Angle.Zero, Owner.Transform.LocalRotation));
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UpdatePosition();
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}
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private void RotateEvent(RotateEvent ev)
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{
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if (!_rotateAirBlocked || ev.Sender != Owner || ev.NewRotation == ev.OldRotation || AirBlockedDirection == AtmosDirection.Invalid)
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if (!_rotateAirBlocked || ev.Sender != Owner || _initialAirBlockedDirection == (int)AtmosDirection.Invalid)
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return;
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var diff = ev.NewRotation - ev.OldRotation;
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_currentAirBlockedDirection = (int) Rotate((AtmosDirection)_initialAirBlockedDirection, ev.NewRotation);
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}
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private AtmosDirection Rotate(AtmosDirection myDirection, Angle myAngle)
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{
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var newAirBlockedDirs = AtmosDirection.Invalid;
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if (myAngle == Angle.Zero)
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return myDirection;
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// TODO ATMOS MULTIZ When we make multiZ atmos, special case this.
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!AirBlockedDirection.HasFlag(direction)) continue;
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if (!myDirection.HasFlag(direction)) continue;
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var angle = direction.ToAngle();
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angle += diff;
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angle += myAngle;
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newAirBlockedDirs |= angle.ToAtmosDirectionCardinal();
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}
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AirBlockedDirection = newAirBlockedDirs;
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return newAirBlockedDirs;
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}
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public void MapInit()
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@@ -11,18 +11,18 @@ namespace Content.Shared.Atmos
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[FlagsFor(typeof(AtmosDirectionFlags))]
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public enum AtmosDirection
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{
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Invalid = 0,
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North = 1 << 0,
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South = 1 << 1,
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East = 1 << 2,
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West = 1 << 3,
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Invalid = 0, // 0
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North = 1 << 0, // 1
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South = 1 << 1, // 2
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East = 1 << 2, // 4
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West = 1 << 3, // 8
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NorthEast = North | East,
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NorthWest = North | West,
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SouthEast = South | East,
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SouthWest = South | West,
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NorthEast = North | East, // 5
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SouthEast = South | East, // 6
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NorthWest = North | West, // 9
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SouthWest = South | West, // 10
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All = North | South | East | West,
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All = North | South | East | West, // 15
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}
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public static class AtmosDirectionHelpers
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@@ -76,7 +76,6 @@
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id: FirelockEdge
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parent: Firelock
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name: firelock
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prefix: south
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components:
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- type: Firelock
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occludes: false
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@@ -85,11 +84,10 @@
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enabled: false
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- type: Sprite
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sprite: Constructible/Structures/Doors/edge_door_hazard.rsi
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- type: Airtight
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fixVacuum: true
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airBlockedDirection:
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- South
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- East
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- type: Collidable
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shapes:
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- !type:PhysShapeAabb
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