Add Fire-fighting remote for Fire-doors (#16189)

This commit is contained in:
Tom Leys
2023-08-11 21:29:33 +12:00
committed by GitHub
parent 89250e375c
commit 4a55a000cb
10 changed files with 171 additions and 112 deletions

View File

@@ -39,10 +39,14 @@ namespace Content.Server.Remotes
component.Mode = OperatingMode.ToggleBolts;
switchMessageId = "door-remote-switch-state-toggle-bolts";
break;
// Skip toggle bolts mode and move on from there (to emergency access)
case OperatingMode.ToggleBolts:
component.Mode = OperatingMode.ToggleEmergencyAccess;
switchMessageId = "door-remote-switch-state-toggle-emergency-access";
break;
// Skip ToggleEmergencyAccess mode and move on from there (to door toggle)
case OperatingMode.ToggleEmergencyAccess:
component.Mode = OperatingMode.OpenClose;
switchMessageId = "door-remote-switch-state-open-close";
@@ -56,15 +60,18 @@ namespace Content.Server.Remotes
private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, BeforeRangedInteractEvent args)
{
bool isAirlock = TryComp<AirlockComponent>(args.Target, out var airlockComp);
if (args.Handled
|| args.Target == null
|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
|| !TryComp<AirlockComponent>(args.Target, out var airlockComp) // Remotes only work on airlocks
// The remote can be used anywhere the user can see the door.
// This doesn't work that well, but I don't know of an alternative
|| !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value,
SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque))
{
return;
}
args.Handled = true;
@@ -74,8 +81,10 @@ namespace Content.Server.Remotes
return;
}
if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent) &&
!_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
// Holding the door remote grants you access to the relevant doors IN ADDITION to what ever access you had.
// This access is enforced in _doorSystem.HasAccess when it calls _accessReaderSystem.IsAllowed
if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent)
&& !_doorSystem.HasAccess(args.Target.Value, args.User, doorComp, accessComponent))
{
_doorSystem.Deny(args.Target.Value, doorComp, args.User);
ShowPopupToUser("door-remote-denied", args.User);
@@ -85,7 +94,10 @@ namespace Content.Server.Remotes
switch (component.Mode)
{
case OperatingMode.OpenClose:
if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.Used))
// Note we provide args.User here to TryToggleDoor as the "user"
// This means that the door will look at all access items carryed by the player for access, including
// this remote, but also including anything else they are carrying such as a PDA or ID card.
if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.User))
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)}: {doorComp.State}");
break;
case OperatingMode.ToggleBolts:
@@ -99,8 +111,12 @@ namespace Content.Server.Remotes
}
break;
case OperatingMode.ToggleEmergencyAccess:
_airlock.ToggleEmergencyAccess(args.Target.Value, airlockComp);
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to set emergency access {(airlockComp.EmergencyAccess ? "on" : "off")}");
if (airlockComp != null)
{
_airlock.ToggleEmergencyAccess(args.Target.Value, airlockComp);
_adminLogger.Add(LogType.Action, LogImpact.Medium,
$"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to set emergency access {(airlockComp.EmergencyAccess ? "on" : "off")}");
}
break;
default:
throw new InvalidOperationException(