Add Fire-fighting remote for Fire-doors (#16189)
This commit is contained in:
@@ -5,7 +5,7 @@ namespace Content.Client.Doors;
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public sealed class FirelockSystem : EntitySystem
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public sealed class FirelockSystem : EntitySystem
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{
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{
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[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
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[Dependency] protected readonly SharedAppearanceSystem _appearanceSystem = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -18,10 +18,23 @@ public sealed class FirelockSystem : EntitySystem
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if (args.Sprite == null)
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if (args.Sprite == null)
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return;
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return;
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// Apply the closed lights bool to the sprite
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var boltedVisible = false;
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bool unlitVisible =
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var unlitVisible = false;
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(AppearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) &&
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closedLights);
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if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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state = DoorState.Closed;
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if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.Powered, out var powered, args.Component) && powered)
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{
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boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component) && lights;
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unlitVisible =
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state == DoorState.Closing
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|| state == DoorState.Opening
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|| state == DoorState.Denying
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|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights);
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}
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && !boltedVisible);
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
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}
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}
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}
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}
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@@ -4,7 +4,10 @@ using Content.Server.Atmos.Monitor.Systems;
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using Content.Server.Popups;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Remotes;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Doors;
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using Content.Shared.Doors;
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@@ -25,6 +28,7 @@ namespace Content.Server.Doors.Systems
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[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
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[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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private static float _visualUpdateInterval = 0.5f;
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private static float _visualUpdateInterval = 0.5f;
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private float _accumulatedFrameTime;
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private float _accumulatedFrameTime;
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@@ -133,7 +137,10 @@ namespace Content.Server.Doors.Systems
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private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
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private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
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{
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{
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if (!this.IsPowered(uid, EntityManager) || IsHoldingPressureOrFire(uid, component))
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// Give the Door remote the ability to force a firelock open even if it is holding back dangerous gas
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var overrideAccess = (args.User != null) && _accessReaderSystem.IsAllowed(args.User.Value, uid);
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if (!this.IsPowered(uid, EntityManager) || (!overrideAccess && IsHoldingPressureOrFire(uid, component)))
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args.Cancel();
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args.Cancel();
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}
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}
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@@ -39,10 +39,14 @@ namespace Content.Server.Remotes
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component.Mode = OperatingMode.ToggleBolts;
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component.Mode = OperatingMode.ToggleBolts;
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switchMessageId = "door-remote-switch-state-toggle-bolts";
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switchMessageId = "door-remote-switch-state-toggle-bolts";
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break;
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break;
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// Skip toggle bolts mode and move on from there (to emergency access)
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case OperatingMode.ToggleBolts:
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case OperatingMode.ToggleBolts:
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component.Mode = OperatingMode.ToggleEmergencyAccess;
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component.Mode = OperatingMode.ToggleEmergencyAccess;
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switchMessageId = "door-remote-switch-state-toggle-emergency-access";
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switchMessageId = "door-remote-switch-state-toggle-emergency-access";
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break;
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break;
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// Skip ToggleEmergencyAccess mode and move on from there (to door toggle)
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case OperatingMode.ToggleEmergencyAccess:
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case OperatingMode.ToggleEmergencyAccess:
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component.Mode = OperatingMode.OpenClose;
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component.Mode = OperatingMode.OpenClose;
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switchMessageId = "door-remote-switch-state-open-close";
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switchMessageId = "door-remote-switch-state-open-close";
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@@ -56,15 +60,18 @@ namespace Content.Server.Remotes
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private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, BeforeRangedInteractEvent args)
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private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, BeforeRangedInteractEvent args)
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{
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{
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bool isAirlock = TryComp<AirlockComponent>(args.Target, out var airlockComp);
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if (args.Handled
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if (args.Handled
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|| args.Target == null
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|| args.Target == null
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|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
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|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
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|| !TryComp<AirlockComponent>(args.Target, out var airlockComp) // Remotes only work on airlocks
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// The remote can be used anywhere the user can see the door.
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// The remote can be used anywhere the user can see the door.
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// This doesn't work that well, but I don't know of an alternative
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// This doesn't work that well, but I don't know of an alternative
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|| !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value,
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|| !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value,
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SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque))
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SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque))
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{
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return;
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return;
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}
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args.Handled = true;
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args.Handled = true;
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@@ -74,8 +81,10 @@ namespace Content.Server.Remotes
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return;
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return;
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}
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}
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if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent) &&
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// Holding the door remote grants you access to the relevant doors IN ADDITION to what ever access you had.
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!_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
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// This access is enforced in _doorSystem.HasAccess when it calls _accessReaderSystem.IsAllowed
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if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent)
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&& !_doorSystem.HasAccess(args.Target.Value, args.User, doorComp, accessComponent))
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{
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{
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_doorSystem.Deny(args.Target.Value, doorComp, args.User);
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_doorSystem.Deny(args.Target.Value, doorComp, args.User);
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ShowPopupToUser("door-remote-denied", args.User);
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ShowPopupToUser("door-remote-denied", args.User);
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@@ -85,7 +94,10 @@ namespace Content.Server.Remotes
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switch (component.Mode)
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switch (component.Mode)
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{
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{
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case OperatingMode.OpenClose:
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case OperatingMode.OpenClose:
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if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.Used))
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// Note we provide args.User here to TryToggleDoor as the "user"
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// This means that the door will look at all access items carryed by the player for access, including
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// this remote, but also including anything else they are carrying such as a PDA or ID card.
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if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.User))
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)}: {doorComp.State}");
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)}: {doorComp.State}");
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break;
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break;
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case OperatingMode.ToggleBolts:
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case OperatingMode.ToggleBolts:
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@@ -99,8 +111,12 @@ namespace Content.Server.Remotes
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}
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}
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break;
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break;
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case OperatingMode.ToggleEmergencyAccess:
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case OperatingMode.ToggleEmergencyAccess:
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if (airlockComp != null)
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{
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_airlock.ToggleEmergencyAccess(args.Target.Value, airlockComp);
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_airlock.ToggleEmergencyAccess(args.Target.Value, airlockComp);
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to set emergency access {(airlockComp.EmergencyAccess ? "on" : "off")}");
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_adminLogger.Add(LogType.Action, LogImpact.Medium,
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$"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to set emergency access {(airlockComp.EmergencyAccess ? "on" : "off")}");
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}
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break;
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break;
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default:
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default:
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throw new InvalidOperationException(
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throw new InvalidOperationException(
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@@ -21,6 +21,7 @@ namespace Content.Shared.Doors
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/// </summary>
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/// </summary>
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public sealed class BeforeDoorOpenedEvent : CancellableEntityEventArgs
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public sealed class BeforeDoorOpenedEvent : CancellableEntityEventArgs
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{
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{
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public EntityUid? User = null;
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}
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}
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/// <summary>
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/// <summary>
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@@ -8,7 +8,7 @@ public abstract class SharedDoorBoltSystem : EntitySystem
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedPopupSystem Popup = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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@@ -249,7 +249,7 @@ public abstract class SharedDoorSystem : EntitySystem
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if (door.State == DoorState.Welded)
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if (door.State == DoorState.Welded)
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return false;
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return false;
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var ev = new BeforeDoorOpenedEvent();
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var ev = new BeforeDoorOpenedEvent(){User=user};
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RaiseLocalEvent(uid, ev, false);
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RaiseLocalEvent(uid, ev, false);
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if (ev.Cancelled)
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if (ev.Cancelled)
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return false;
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return false;
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@@ -496,10 +496,10 @@ public abstract class SharedDoorSystem : EntitySystem
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if (TryComp<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
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if (TryComp<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
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return true;
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return true;
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// Can't click to close firelocks.
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// Anyone can click to open firelocks
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if (Resolve(uid, ref door) && door.State == DoorState.Open &&
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if (Resolve(uid, ref door) && door.State == DoorState.Closed &&
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TryComp<FirelockComponent>(uid, out var firelock))
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TryComp<FirelockComponent>(uid, out var firelock))
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return false;
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return true;
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if (!Resolve(uid, ref access, false))
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if (!Resolve(uid, ref access, false))
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return true;
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return true;
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@@ -89,6 +89,7 @@
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- id: GasAnalyzer
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- id: GasAnalyzer
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- id: MedkitOxygenFilled
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- id: MedkitOxygenFilled
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- id: HolofanProjector
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- id: HolofanProjector
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- id: DoorRemoteFirefight
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- type: entity
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- type: entity
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id: LockerAtmosphericsFilled
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id: LockerAtmosphericsFilled
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@@ -138,6 +138,24 @@
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groups:
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groups:
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- Engineering
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- Engineering
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- type: entity
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parent: DoorRemoteDefault
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id: DoorRemoteFirefight
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name: fire-fighting door remote
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description: A gadget which can open and bolt FireDoors remotely.
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components:
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- type: Sprite
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layers:
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- state: door_remotebase
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- state: door_remotelightscolour
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color: "#ff9900"
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- state: door_remotescreencolour
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color: "#e02020"
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- type: Access
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groups:
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- Engineering
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- type: entity
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- type: entity
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parent: DoorRemoteDefault
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parent: DoorRemoteDefault
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id: DoorRemoteAll
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id: DoorRemoteAll
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@@ -104,6 +104,9 @@
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arc: 360
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arc: 360
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- type: StaticPrice
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- type: StaticPrice
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price: 150
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price: 150
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- type: DoorBolt
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- type: AccessReader
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access: [ [ "Engineering" ] ]
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- type: entity
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- type: entity
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id: Firelock
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id: Firelock
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