Airlock construction (#3609)
* Add construction and deconstsruction of airlocks * Change name to door electronics * Rearrange things * Fix errors * Fix physics error from bumping * Prevent editing the map for now * Address reviews * Change switch to if * Fix newlines
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Linq;
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using System.Threading;
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@@ -31,6 +31,8 @@ using Robust.Shared.Physics.Collision;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.Timer;
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using Content.Server.GameObjects.Components.Construction;
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using Robust.Shared.Containers;
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namespace Content.Server.GameObjects.Components.Doors
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{
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@@ -42,6 +44,10 @@ namespace Content.Server.GameObjects.Components.Doors
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[ComponentDependency]
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private readonly IDoorCheck? _doorCheck = null;
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[ViewVariables]
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[DataField("board")]
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private string? _boardPrototype;
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public override DoorState State
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{
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get => base.State;
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@@ -164,6 +170,8 @@ namespace Content.Server.GameObjects.Components.Doors
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}
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SetAppearance(DoorVisualState.Welded);
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}
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CreateDoorElectronicsBoard();
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}
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public override void OnRemove()
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@@ -185,6 +193,8 @@ namespace Content.Server.GameObjects.Components.Doors
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}
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QuickOpen();
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}
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CreateDoorElectronicsBoard();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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@@ -638,6 +648,39 @@ namespace Content.Server.GameObjects.Components.Doors
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return false;
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}
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/// <summary>
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/// Creates the corresponding door electronics board on the door.
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/// This exists so when you deconstruct doors that were serialized with the map,
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/// you can retrieve the door electronics board.
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/// </summary>
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private void CreateDoorElectronicsBoard()
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{
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// Ensure that the construction component is aware of the board container.
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if (Owner.TryGetComponent(out ConstructionComponent? construction))
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construction.AddContainer("board");
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// We don't do anything if this is null or empty.
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if (string.IsNullOrEmpty(_boardPrototype))
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return;
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var container = Owner.EnsureContainer<Container>("board", out var existed);
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return;
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/* // TODO ShadowCommander: Re-enable when access is added to boards. Requires map update.
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if (existed)
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{
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// We already contain a board. Note: We don't check if it's the right one!
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if (container.ContainedEntities.Count != 0)
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return;
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}
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var board = Owner.EntityManager.SpawnEntity(_boardPrototype, Owner.Transform.Coordinates);
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if(!container.Insert(board))
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Logger.Warning($"Couldn't insert board {board} into door {Owner}!");
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*/
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new DoorComponentState(State, StateChangeStartTime, CurrentlyCrushing, GameTiming.CurTime);
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