Firelock ECS + some other stuff. (#8366)
* firelock rejig * dont error failed resolves * fix * less resolves * switch fire and pressure messages * update Co-authored-by: wrexbe <wrexbe@protonmail.com>
@@ -160,9 +160,6 @@ namespace Content.Client.Doors
|
||||
}
|
||||
|
||||
var door = _entMan.GetComponent<DoorComponent>(component.Owner);
|
||||
var unlitVisible = true;
|
||||
var boltedVisible = false;
|
||||
var emergencyLightsVisible = false;
|
||||
|
||||
if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
|
||||
{
|
||||
@@ -184,7 +181,6 @@ namespace Content.Client.Doors
|
||||
{
|
||||
case DoorState.Open:
|
||||
sprite.LayerSetState(DoorVisualLayers.Base, "open");
|
||||
unlitVisible = _openUnlitVisible;
|
||||
if (_openUnlitVisible && !_simpleVisuals)
|
||||
{
|
||||
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "open_unlit");
|
||||
@@ -219,33 +215,33 @@ namespace Content.Client.Doors
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if (component.TryGetData(DoorVisuals.Powered, out bool powered) && !powered)
|
||||
if (_simpleVisuals)
|
||||
return;
|
||||
|
||||
var boltedVisible = false;
|
||||
var emergencyLightsVisible = false;
|
||||
var unlitVisible = false;
|
||||
|
||||
if (component.TryGetData(DoorVisuals.Powered, out bool powered) && powered)
|
||||
{
|
||||
unlitVisible = false;
|
||||
}
|
||||
if (component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights)
|
||||
{
|
||||
boltedVisible = true;
|
||||
boltedVisible = component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights;
|
||||
emergencyLightsVisible = component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights;
|
||||
unlitVisible = state == DoorState.Closing
|
||||
|| state == DoorState.Opening
|
||||
|| state == DoorState.Denying
|
||||
|| state == DoorState.Open && _openUnlitVisible
|
||||
|| (component.TryGetData(DoorVisuals.ClosedLights, out bool closedLights) && closedLights);
|
||||
}
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||||
|
||||
if (component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights)
|
||||
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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||||
sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
|
||||
if (_emergencyAccessLayer)
|
||||
{
|
||||
emergencyLightsVisible = true;
|
||||
}
|
||||
|
||||
if (!_simpleVisuals)
|
||||
{
|
||||
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
|
||||
sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
|
||||
if (_emergencyAccessLayer)
|
||||
{
|
||||
sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
|
||||
emergencyLightsVisible
|
||||
&& state != DoorState.Open
|
||||
&& state != DoorState.Opening
|
||||
&& state != DoorState.Closing
|
||||
&& unlitVisible);
|
||||
}
|
||||
sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
|
||||
emergencyLightsVisible
|
||||
&& state != DoorState.Open
|
||||
&& state != DoorState.Opening
|
||||
&& state != DoorState.Closing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Doors.Components;
|
||||
using Content.Server.Doors.Systems;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Database;
|
||||
using Robust.Shared.Map;
|
||||
@@ -10,6 +11,8 @@ namespace Content.Server.Atmos.EntitySystems
|
||||
{
|
||||
public sealed partial class AtmosphereSystem
|
||||
{
|
||||
[Dependency] private readonly FirelockSystem _firelockSystem = default!;
|
||||
|
||||
private readonly TileAtmosphereComparer _monstermosComparer = new();
|
||||
|
||||
private readonly TileAtmosphere?[] _equalizeTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
|
||||
@@ -502,7 +505,7 @@ namespace Content.Server.Atmos.EntitySystems
|
||||
if (!TryComp(entity, out FirelockComponent? firelock))
|
||||
continue;
|
||||
|
||||
reconsiderAdjacent |= firelock.EmergencyPressureStop();
|
||||
reconsiderAdjacent |= _firelockSystem.EmergencyPressureStop(entity, firelock);
|
||||
}
|
||||
|
||||
foreach (var entity in mapGrid.GetAnchoredEntities(other.GridIndices))
|
||||
@@ -510,7 +513,7 @@ namespace Content.Server.Atmos.EntitySystems
|
||||
if (!TryComp(entity, out FirelockComponent? firelock))
|
||||
continue;
|
||||
|
||||
reconsiderAdjacent |= firelock.EmergencyPressureStop();
|
||||
reconsiderAdjacent |= _firelockSystem.EmergencyPressureStop(entity, firelock);
|
||||
}
|
||||
|
||||
if (!reconsiderAdjacent)
|
||||
|
||||
@@ -1,103 +1,35 @@
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Doors.Systems;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Server.Doors.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying,
|
||||
/// and not being openable on open-hand click.
|
||||
/// Companion component to <see cref="DoorComponent"/> that handles firelock-specific behavior, including
|
||||
/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
|
||||
/// retaining pressure..
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class FirelockComponent : Component
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entMan = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
[DataField("lockedPryTimeModifier")]
|
||||
[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public float LockedPryTimeModifier = 1.5f;
|
||||
|
||||
[DataField("autocloseDelay")] public TimeSpan AutocloseDelay = TimeSpan.FromSeconds(3f);
|
||||
|
||||
public bool EmergencyPressureStop()
|
||||
{
|
||||
var doorSys = EntitySystem.Get<DoorSystem>();
|
||||
if (_entMan.TryGetComponent<DoorComponent>(Owner, out var door) &&
|
||||
door.State == DoorState.Open &&
|
||||
doorSys.CanClose(Owner, door))
|
||||
{
|
||||
doorSys.StartClosing(Owner, door);
|
||||
/// <summary>
|
||||
/// Maximum pressure difference before the firelock will refuse to open, in kPa.
|
||||
/// </summary>
|
||||
[DataField("pressureThreshold"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public float PressureThreshold = 20;
|
||||
|
||||
// Door system also sets airtight, but only after a delay. We want it to be immediate.
|
||||
if (_entMan.TryGetComponent(Owner, out AirtightComponent? airtight))
|
||||
{
|
||||
EntitySystem.Get<AirtightSystem>().SetAirblocked(airtight, true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsHoldingPressure(float threshold = 20)
|
||||
{
|
||||
var transform = _entMan.GetComponent<TransformComponent>(Owner);
|
||||
|
||||
if (transform.GridUid is not {} gridUid)
|
||||
return false;
|
||||
|
||||
var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
|
||||
var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
|
||||
|
||||
var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
|
||||
|
||||
var minMoles = float.MaxValue;
|
||||
var maxMoles = 0f;
|
||||
|
||||
foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
|
||||
{
|
||||
var moles = adjacent.TotalMoles;
|
||||
if (moles < minMoles)
|
||||
minMoles = moles;
|
||||
if (moles > maxMoles)
|
||||
maxMoles = moles;
|
||||
}
|
||||
|
||||
return (maxMoles - minMoles) > threshold;
|
||||
}
|
||||
|
||||
public bool IsHoldingFire()
|
||||
{
|
||||
var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
|
||||
var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
|
||||
|
||||
var transform = _entMan.GetComponent<TransformComponent>(Owner);
|
||||
var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
|
||||
|
||||
// No grid, no fun.
|
||||
if (transform.GridUid is not {} gridUid)
|
||||
return false;
|
||||
|
||||
if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
|
||||
return false;
|
||||
|
||||
if (atmosphereSystem.IsHotspotActive(gridUid, position))
|
||||
return true;
|
||||
|
||||
foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
|
||||
{
|
||||
if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
/// <summary>
|
||||
/// If true, and if this door has an <see cref="AtmosAlarmableComponent"/>, then it will only auto-close if the
|
||||
/// alarm is set to danger.
|
||||
/// </summary>
|
||||
[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool AlarmAutoClose = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,68 +1,133 @@
|
||||
using Content.Server.Atmos.Monitor.Components;
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Atmos.Monitor.Systems;
|
||||
using Content.Server.Doors.Components;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Power.EntitySystems;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Shared.Atmos.Monitor;
|
||||
using Content.Shared.Doors;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Content.Shared.Doors.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
namespace Content.Server.Doors.Systems
|
||||
{
|
||||
public sealed class FirelockSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
|
||||
[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
|
||||
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
|
||||
[Dependency] private readonly AirtightSystem _airtightSystem = default!;
|
||||
|
||||
private static float _visualUpdateInterval = 0.2f;
|
||||
private float _accumulatedFrameTime;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
|
||||
SubscribeLocalEvent<FirelockComponent, DoorGetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorPryEvent>(OnBeforeDoorPry);
|
||||
SubscribeLocalEvent<FirelockComponent, DoorStateChangedEvent>(OnUpdateState);
|
||||
|
||||
SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
|
||||
SubscribeLocalEvent<FirelockComponent, AtmosAlarmEvent>(OnAtmosAlarm);
|
||||
|
||||
// Visuals
|
||||
SubscribeLocalEvent<FirelockComponent, MapInitEvent>(UpdateVisuals);
|
||||
}
|
||||
|
||||
#region Visuals
|
||||
private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid);
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_accumulatedFrameTime += frameTime;
|
||||
if (_accumulatedFrameTime < _visualUpdateInterval)
|
||||
return;
|
||||
|
||||
_accumulatedFrameTime -= _visualUpdateInterval;
|
||||
|
||||
var powerQuery = GetEntityQuery<ApcPowerReceiverComponent>();
|
||||
|
||||
foreach (var (_, door, appearance, xform) in EntityQuery<FirelockComponent, DoorComponent, AppearanceComponent, TransformComponent>())
|
||||
{
|
||||
UpdateVisuals(door.Owner, door, appearance, powerQuery);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateVisuals(EntityUid uid,
|
||||
DoorComponent? door = null,
|
||||
AppearanceComponent? appearance = null,
|
||||
EntityQuery<ApcPowerReceiverComponent>? powerQuery = 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(DoorVisuals.ClosedLights, false);
|
||||
return;
|
||||
}
|
||||
|
||||
powerQuery ??= EntityManager.GetEntityQuery<ApcPowerReceiverComponent>();
|
||||
if (powerQuery.Value.TryGetComponent(uid, out var receiver) && !receiver.Powered)
|
||||
{
|
||||
appearance.SetData(DoorVisuals.ClosedLights, false);
|
||||
return;
|
||||
}
|
||||
|
||||
appearance.SetData(DoorVisuals.ClosedLights,
|
||||
IsHoldingPressureOrFire(uid));
|
||||
}
|
||||
#endregion
|
||||
|
||||
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)
|
||||
{
|
||||
if (_doorSystem.TryClose(door.Owner, door))
|
||||
{
|
||||
return _doorSystem.OnPartialClose(door.Owner, door);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
|
||||
{
|
||||
if (!this.IsPowered(uid, EntityManager) || component.IsHoldingFire() || component.IsHoldingPressure())
|
||||
if (!this.IsPowered(uid, EntityManager) || IsHoldingPressureOrFire(uid))
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnBeforeDoorDenied(EntityUid uid, FirelockComponent component, BeforeDoorDeniedEvent args)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, DoorGetPryTimeModifierEvent args)
|
||||
{
|
||||
if (component.IsHoldingFire() || component.IsHoldingPressure())
|
||||
var state = CheckPressureAndFire(uid);
|
||||
|
||||
if (state.Fire)
|
||||
{
|
||||
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-fire-message"),
|
||||
uid, Filter.Pvs(uid, entityManager: EntityManager));
|
||||
}
|
||||
else if (state.Pressure)
|
||||
{
|
||||
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-pressure-message"),
|
||||
uid, Filter.Pvs(uid, entityManager: EntityManager));
|
||||
}
|
||||
|
||||
if (state.Fire || state.Pressure)
|
||||
args.PryTimeModifier *= component.LockedPryTimeModifier;
|
||||
}
|
||||
|
||||
private void OnBeforeDoorPry(EntityUid uid, FirelockComponent component, BeforeDoorPryEvent args)
|
||||
{
|
||||
if (!TryComp<DoorComponent>(uid, out var door) || door.State != DoorState.Closed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.IsHoldingPressure())
|
||||
{
|
||||
component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-pressure-message"));
|
||||
}
|
||||
else if (component.IsHoldingFire())
|
||||
{
|
||||
component.Owner.PopupMessage(args.User, Loc.GetString("firelock-component-is-holding-fire-message"));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnUpdateState(EntityUid uid, FirelockComponent component, DoorStateChangedEvent args)
|
||||
{
|
||||
var ev = new BeforeDoorAutoCloseEvent();
|
||||
@@ -73,6 +138,7 @@ namespace Content.Server.Doors.Systems
|
||||
}
|
||||
|
||||
_doorSystem.SetNextStateChange(uid, component.AutocloseDelay);
|
||||
UpdateVisuals(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnBeforeDoorAutoclose(EntityUid uid, FirelockComponent component, BeforeDoorAutoCloseEvent args)
|
||||
@@ -83,7 +149,8 @@ namespace Content.Server.Doors.Systems
|
||||
// Make firelocks autoclose, but only if the last alarm type it
|
||||
// remembers was a danger. This is to prevent people from
|
||||
// flooding hallways with endless bad air/fire.
|
||||
if (_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null)
|
||||
if (component.AlarmAutoClose &&
|
||||
(_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null))
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
@@ -98,7 +165,58 @@ namespace Content.Server.Doors.Systems
|
||||
}
|
||||
else if (args.AlarmType == AtmosAlarmType.Danger)
|
||||
{
|
||||
component.EmergencyPressureStop();
|
||||
EmergencyPressureStop(uid, component, doorComponent);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsHoldingPressureOrFire(EntityUid uid)
|
||||
{
|
||||
var result = CheckPressureAndFire(uid);
|
||||
return result.Pressure || result.Fire;
|
||||
}
|
||||
|
||||
public (bool Pressure, bool Fire) CheckPressureAndFire(EntityUid owner)
|
||||
{
|
||||
float threshold = 20;
|
||||
var atmosphereSystem = EntityManager.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
|
||||
var transformSystem = EntityManager.EntitySysManager.GetEntitySystem<TransformSystem>();
|
||||
var transform = EntityManager.GetComponent<TransformComponent>(owner);
|
||||
var position = transformSystem.GetGridOrMapTilePosition(owner, transform);
|
||||
if (transform.GridUid is not {} gridUid)
|
||||
return (false, false);
|
||||
var minMoles = float.MaxValue;
|
||||
var maxMoles = 0f;
|
||||
|
||||
return (IsHoldingPressure(), IsHoldingFire());
|
||||
|
||||
bool IsHoldingPressure()
|
||||
{
|
||||
foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
|
||||
{
|
||||
var moles = adjacent.TotalMoles;
|
||||
if (moles < minMoles)
|
||||
minMoles = moles;
|
||||
if (moles > maxMoles)
|
||||
maxMoles = moles;
|
||||
}
|
||||
|
||||
return (maxMoles - minMoles) > threshold;
|
||||
}
|
||||
|
||||
bool IsHoldingFire()
|
||||
{
|
||||
if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
|
||||
return false;
|
||||
|
||||
if (atmosphereSystem.IsHotspotActive(gridUid, position))
|
||||
return true;
|
||||
|
||||
foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
|
||||
{
|
||||
if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -231,6 +231,7 @@ public enum DoorVisuals
|
||||
Powered,
|
||||
BoltLights,
|
||||
EmergencyLights,
|
||||
ClosedLights,
|
||||
BaseRSI,
|
||||
}
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 83 B After Width: | Height: | Size: 5.4 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 83 B After Width: | Height: | Size: 5.4 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |