Fix firelock door init (#6384)
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@@ -34,15 +34,18 @@ namespace Content.Server.Doors.Systems
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appearanceComponent.SetData(DoorVisuals.Powered, args.Powered);
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}
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if (!TryComp(uid, out DoorComponent? door))
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return;
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if (!args.Powered)
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{
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// stop any scheduled auto-closing
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DoorSystem.SetNextStateChange(uid, null);
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if (door.State == DoorState.Open)
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DoorSystem.SetNextStateChange(uid, null);
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}
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else
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{
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// door received power. Lets "wake" the door up, in case it is currently open and needs to auto-close.
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DoorSystem.SetNextStateChange(uid, TimeSpan.FromSeconds(1));
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UpdateAutoClose(uid, door: door);
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}
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// BoltLights also got out
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@@ -28,11 +28,9 @@ public sealed class DoorComponent : Component
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/// This should never be set directly.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("state")]
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public DoorState State = DoorState.Closed;
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[DataField("startOpen")]
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public readonly bool StartOpen = false;
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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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@@ -46,8 +46,8 @@ public abstract class SharedDoorSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DoorComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DoorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<DoorComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<DoorComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<DoorComponent, ComponentHandleState>(OnHandleState);
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@@ -59,26 +59,22 @@ public abstract class SharedDoorSystem : EntitySystem
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SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
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}
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private void OnStartup(EntityUid uid, DoorComponent door, ComponentStartup args)
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private void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
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{
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// if the door state is not standard (i.e., door starts open), make sure collision & occlusion are properly set.
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if (door.StartOpen)
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if (door.State == DoorState.Open)
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{
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// disable occluder & physics
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OnPartialOpen(uid, door);
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if (TryComp(uid, out PhysicsComponent? physics))
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physics.CanCollide = false;
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// THEN set the correct state, inc disabling partial = true
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SetState(uid, DoorState.Open, door);
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// The airlock component may schedule an auto-close for this door during the SetState.
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// Give the door is supposed to start open, let's prevent any auto-closing that might occur.
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door.NextStateChange = null;
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if (door.Occludes && TryComp(uid, out OccluderComponent? occluder))
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occluder.Enabled = false;
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}
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UpdateAppearance(uid, door);
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}
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private void OnShutdown(EntityUid uid, DoorComponent door, ComponentShutdown args)
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private void OnRemove(EntityUid uid, DoorComponent door, ComponentRemove args)
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{
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_activeDoors.Remove(door);
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}
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@@ -61,7 +61,7 @@
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closeTimeTwo: 0.6
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openTimeOne: 0.1
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openTimeTwo: 0.6
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startOpen: true
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state: Open
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bumpOpen: false
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clickOpen: false
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crushDamage:
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@@ -31,4 +31,4 @@
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suffix: Open
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components:
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- type: Door
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startOpen: true
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state: Open
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@@ -86,7 +86,7 @@
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suffix: Open
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components:
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- type: Door
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startOpen: true
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state: Open
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- type: entity
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id: ShuttersRadiation
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@@ -108,7 +108,7 @@
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suffix: Open
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components:
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- type: Door
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startOpen: true
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state: Open
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- type: entity
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id: ShuttersWindow
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@@ -129,4 +129,4 @@
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suffix: Open
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components:
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- type: Door
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startOpen: true
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state: Open
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