Station AI ability to electricute doors (#32012)
* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,5 +1,6 @@
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using Content.Shared.DeviceLinking;
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using Content.Shared.Doors.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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@@ -23,6 +24,18 @@ public sealed partial class AirlockComponent : Component
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public bool EmergencyAccess = false;
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/// <summary>
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/// Sound to play when the airlock emergency access is turned on.
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/// </summary>
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[DataField]
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public SoundSpecifier EmergencyOnSound = new SoundPathSpecifier("/Audio/Machines/airlock_emergencyon.ogg");
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/// <summary>
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/// Sound to play when the airlock emergency access is turned off.
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/// </summary>
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[DataField]
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public SoundSpecifier EmergencyOffSound = new SoundPathSpecifier("/Audio/Machines/airlock_emergencyoff.ogg");
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/// <summary>
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/// Pry modifier for a powered airlock.
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