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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@@ -1,4 +1,5 @@
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using Content.Shared.Doors.Components;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Prying.Components;
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using Content.Shared.Wires;
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@@ -10,7 +11,9 @@ public abstract class SharedAirlockSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = 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 SharedDoorSystem DoorSystem = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedWiresSystem _wiresSystem = default!;
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public override void Initialize()
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@@ -131,11 +134,23 @@ public abstract class SharedAirlockSystem : EntitySystem
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Appearance.SetData(uid, DoorVisuals.EmergencyLights, component.EmergencyAccess);
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}
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public void ToggleEmergencyAccess(EntityUid uid, AirlockComponent component)
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public void SetEmergencyAccess(Entity<AirlockComponent> ent, bool value, EntityUid? user = null, bool predicted = false)
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{
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component.EmergencyAccess = !component.EmergencyAccess;
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Dirty(uid, component); // This only runs on the server apparently so we need this.
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UpdateEmergencyLightStatus(uid, component);
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if(!ent.Comp.Powered)
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return;
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if (ent.Comp.EmergencyAccess == value)
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return;
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ent.Comp.EmergencyAccess = value;
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Dirty(ent, ent.Comp); // This only runs on the server apparently so we need this.
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UpdateEmergencyLightStatus(ent, ent.Comp);
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var sound = ent.Comp.EmergencyAccess ? ent.Comp.EmergencyOnSound : ent.Comp.EmergencyOffSound;
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if (predicted)
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Audio.PlayPredicted(sound, ent, user: user);
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else
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Audio.PlayPvs(sound, ent);
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}
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public void SetAutoCloseDelayModifier(AirlockComponent component, float value)
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