Hacking protections for airlocks (#18894)

* Adds the ability to better protect to the internal wiring of airlocks
- Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place
- To access the wiring, the plating must be cut with a welder and then pried out with a crowbar

* Code revisions
- Cleaned up the code
- Cutting the security grille can now shock you
- Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate)
- Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille)

* Code revision
- Accounted for a potentially null string

* Update Content.Server/Construction/Completions/AttemptElectrocute.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update ChangeWiresPanelSecurityLevel.cs

Adjusted scope

* Update Content.Shared/Wires/SharedWiresSystem.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update Content.Shared/Wires/SharedWiresSystem.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update ChangeWiresPanelSecurityLevel.cs

Removed get / setter and added [ValidatePrototypeId] attribute

* Update ChangeWiresPanelSecurityLevel.cs

Set security level to "Level0" as the default

* Update airlock.yml

Removed 'super max' level of security

* Update WiresPanelSecurityLevelPrototype.cs

* Update WiresSystem.cs

Added check for WiresAccessible to OnInteractUsing

* Update AttemptElectrocute.cs

File scoped namespace

* Update ChangeWiresPanelSecurityLevel.cs

File scoped namespace

* Update AirlockSystem.cs

File scoped namespace

* Update SharedWiresSystem.cs

Removed boiler plate 'OnGetState' and 'OnHandleState'

* Update WiresPanelComponent.cs

Implemented AutoGenerateComponentState

* Removed unnecessary usage references

* use TryCloseAll when wires not accessible

* minor changes to AttemmptElectrocute

* lets try all 7 levels

* fix indent in airlock graph

* fix indent 2

---------

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
This commit is contained in:
chromiumboy
2023-08-10 03:33:03 -05:00
committed by GitHub
parent 13991d3948
commit 636819f4e3
13 changed files with 557 additions and 231 deletions

View File

@@ -1,17 +1,24 @@
using Content.Server.Electrocution; using Content.Server.Electrocution;
using Content.Shared.Construction; using Content.Shared.Construction;
namespace Content.Server.Construction.Completions namespace Content.Server.Construction.Completions;
{
[DataDefinition]
public sealed class AttemptElectrocute : IGraphAction
{
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (userUid == null)
return;
entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value); [DataDefinition]
} public sealed class AttemptElectrocute : IGraphAction
{
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (userUid == null)
return;
if (!entityManager.TryGetComponent<ElectrifiedComponent>(uid, out var electrified))
return;
var currentValue = electrified.Enabled;
electrified.Enabled = true;
entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value, electrified: electrified);
electrified.Enabled = currentValue;
} }
} }

View File

@@ -0,0 +1,27 @@
using Content.Server.Wires;
using Content.Shared.Construction;
using Content.Shared.Wires;
using JetBrains.Annotations;
namespace Content.Server.Construction.Completions;
[UsedImplicitly]
[DataDefinition]
public sealed class ChangeWiresPanelSecurityLevel : IGraphAction
{
[DataField("level")]
[ValidatePrototypeId<WiresPanelSecurityLevelPrototype>]
public string WiresPanelSecurityLevelID = "Level0";
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (WiresPanelSecurityLevelID == null)
return;
if (entityManager.TryGetComponent(uid, out WiresPanelComponent? wiresPanel)
&& entityManager.TrySystem(out WiresSystem? wiresSystem))
{
wiresSystem.SetWiresPanelSecurityData(uid, wiresPanel, WiresPanelSecurityLevelID);
}
}
}

View File

@@ -10,180 +10,179 @@ using Content.Shared.Interaction;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Content.Shared.Wires; using Content.Shared.Wires;
namespace Content.Server.Doors.Systems namespace Content.Server.Doors.Systems;
public sealed class AirlockSystem : SharedAirlockSystem
{ {
public sealed class AirlockSystem : SharedAirlockSystem [Dependency] private readonly WiresSystem _wiresSystem = default!;
[Dependency] private readonly PowerReceiverSystem _power = default!;
[Dependency] private readonly DoorBoltSystem _bolts = default!;
public override void Initialize()
{ {
[Dependency] private readonly WiresSystem _wiresSystem = default!; base.Initialize();
[Dependency] private readonly PowerReceiverSystem _power = default!;
[Dependency] private readonly DoorBoltSystem _bolts = default!;
public override void Initialize() SubscribeLocalEvent<AirlockComponent, ComponentInit>(OnAirlockInit);
SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new [] {typeof(DoorSystem)});
SubscribeLocalEvent<AirlockComponent, DoorGetPryTimeModifierEvent>(OnGetPryMod);
SubscribeLocalEvent<AirlockComponent, BeforeDoorPryEvent>(OnDoorPry);
}
private void OnAirlockInit(EntityUid uid, AirlockComponent component, ComponentInit args)
{
if (TryComp<ApcPowerReceiverComponent>(uid, out var receiverComponent))
{ {
base.Initialize(); Appearance.SetData(uid, DoorVisuals.Powered, receiverComponent.Powered);
SubscribeLocalEvent<AirlockComponent, ComponentInit>(OnAirlockInit);
SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new [] {typeof(DoorSystem)});
SubscribeLocalEvent<AirlockComponent, DoorGetPryTimeModifierEvent>(OnGetPryMod);
SubscribeLocalEvent<AirlockComponent, BeforeDoorPryEvent>(OnDoorPry);
}
private void OnAirlockInit(EntityUid uid, AirlockComponent component, ComponentInit args)
{
if (TryComp<ApcPowerReceiverComponent>(uid, out var receiverComponent))
{
Appearance.SetData(uid, DoorVisuals.Powered, receiverComponent.Powered);
}
}
private void OnSignalReceived(EntityUid uid, AirlockComponent component, ref SignalReceivedEvent args)
{
if (args.Port == component.AutoClosePort)
{
component.AutoClose = false;
}
}
private void OnPowerChanged(EntityUid uid, AirlockComponent component, ref PowerChangedEvent args)
{
if (TryComp<AppearanceComponent>(uid, out var appearanceComponent))
{
Appearance.SetData(uid, DoorVisuals.Powered, args.Powered, appearanceComponent);
}
if (!TryComp(uid, out DoorComponent? door))
return;
if (!args.Powered)
{
// stop any scheduled auto-closing
if (door.State == DoorState.Open)
DoorSystem.SetNextStateChange(uid, null);
}
else
{
UpdateAutoClose(uid, door: door);
}
}
private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
{
// TODO move to shared? having this be server-side, but having client-side door opening/closing & prediction
// means that sometimes the panels & bolt lights may be visible despite a door being completely open.
// Only show the maintenance panel if the airlock is closed
if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
{
_wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
}
// If the door is closed, we should look if the bolt was locked while closing
UpdateAutoClose(uid, component);
// Make sure the airlock auto closes again next time it is opened
if (args.State == DoorState.Closed)
component.AutoClose = true;
}
/// <summary>
/// Updates the auto close timer.
/// </summary>
public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
{
if (!Resolve(uid, ref airlock, ref door))
return;
if (door.State != DoorState.Open)
return;
if (!airlock.AutoClose)
return;
if (!CanChangeState(uid, airlock))
return;
var autoev = new BeforeDoorAutoCloseEvent();
RaiseLocalEvent(uid, autoev, false);
if (autoev.Cancelled)
return;
DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
}
private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
{
if (!CanChangeState(uid, component))
args.Cancel();
}
protected override void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
{
base.OnBeforeDoorClosed(uid, component, args);
if (args.Cancelled)
return;
// only block based on bolts / power status when initially closing the door, not when its already
// mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
// the initial power-check.
if (TryComp(uid, out DoorComponent? door)
&& !door.Partial
&& !CanChangeState(uid, component))
{
args.Cancel();
}
}
private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
{
if (!CanChangeState(uid, component))
args.Cancel();
}
private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
{
if (TryComp<WiresPanelComponent>(uid, out var panel) && panel.Open &&
TryComp<ActorComponent>(args.User, out var actor))
{
_wiresSystem.OpenUserInterface(uid, actor.PlayerSession);
args.Handled = true;
return;
}
if (component.KeepOpenIfClicked)
{
// Disable auto close
component.AutoClose = false;
}
}
private void OnGetPryMod(EntityUid uid, AirlockComponent component, DoorGetPryTimeModifierEvent args)
{
if (_power.IsPowered(uid))
args.PryTimeModifier *= component.PoweredPryModifier;
}
private void OnDoorPry(EntityUid uid, AirlockComponent component, BeforeDoorPryEvent args)
{
if (this.IsPowered(uid, EntityManager))
{
if (HasComp<ToolForcePoweredComponent>(args.Tool))
return;
Popup.PopupEntity(Loc.GetString("airlock-component-cannot-pry-is-powered-message"), uid, args.User);
args.Cancel();
}
}
public bool CanChangeState(EntityUid uid, AirlockComponent component)
{
return this.IsPowered(uid, EntityManager) && !_bolts.IsBolted(uid);
} }
} }
private void OnSignalReceived(EntityUid uid, AirlockComponent component, ref SignalReceivedEvent args)
{
if (args.Port == component.AutoClosePort)
{
component.AutoClose = false;
}
}
private void OnPowerChanged(EntityUid uid, AirlockComponent component, ref PowerChangedEvent args)
{
if (TryComp<AppearanceComponent>(uid, out var appearanceComponent))
{
Appearance.SetData(uid, DoorVisuals.Powered, args.Powered, appearanceComponent);
}
if (!TryComp(uid, out DoorComponent? door))
return;
if (!args.Powered)
{
// stop any scheduled auto-closing
if (door.State == DoorState.Open)
DoorSystem.SetNextStateChange(uid, null);
}
else
{
UpdateAutoClose(uid, door: door);
}
}
private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
{
// TODO move to shared? having this be server-side, but having client-side door opening/closing & prediction
// means that sometimes the panels & bolt lights may be visible despite a door being completely open.
// Only show the maintenance panel if the airlock is closed
if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
{
_wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
}
// If the door is closed, we should look if the bolt was locked while closing
UpdateAutoClose(uid, component);
// Make sure the airlock auto closes again next time it is opened
if (args.State == DoorState.Closed)
component.AutoClose = true;
}
/// <summary>
/// Updates the auto close timer.
/// </summary>
public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
{
if (!Resolve(uid, ref airlock, ref door))
return;
if (door.State != DoorState.Open)
return;
if (!airlock.AutoClose)
return;
if (!CanChangeState(uid, airlock))
return;
var autoev = new BeforeDoorAutoCloseEvent();
RaiseLocalEvent(uid, autoev, false);
if (autoev.Cancelled)
return;
DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
}
private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
{
if (!CanChangeState(uid, component))
args.Cancel();
}
protected override void OnBeforeDoorClosed(EntityUid uid, AirlockComponent component, BeforeDoorClosedEvent args)
{
base.OnBeforeDoorClosed(uid, component, args);
if (args.Cancelled)
return;
// only block based on bolts / power status when initially closing the door, not when its already
// mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
// the initial power-check.
if (TryComp(uid, out DoorComponent? door)
&& !door.Partial
&& !CanChangeState(uid, component))
{
args.Cancel();
}
}
private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
{
if (!CanChangeState(uid, component))
args.Cancel();
}
private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
{
if (TryComp<WiresPanelComponent>(uid, out var panel) && panel.Open && panel.WiresAccessible
&& TryComp<ActorComponent>(args.User, out var actor))
{
_wiresSystem.OpenUserInterface(uid, actor.PlayerSession);
args.Handled = true;
return;
}
if (component.KeepOpenIfClicked)
{
// Disable auto close
component.AutoClose = false;
}
}
private void OnGetPryMod(EntityUid uid, AirlockComponent component, DoorGetPryTimeModifierEvent args)
{
if (_power.IsPowered(uid))
args.PryTimeModifier *= component.PoweredPryModifier;
}
private void OnDoorPry(EntityUid uid, AirlockComponent component, BeforeDoorPryEvent args)
{
if (this.IsPowered(uid, EntityManager))
{
if (HasComp<ToolForcePoweredComponent>(args.Tool))
return;
Popup.PopupEntity(Loc.GetString("airlock-component-cannot-pry-is-powered-message"), uid, args.User);
args.Cancel();
}
}
public bool CanChangeState(EntityUid uid, AirlockComponent component)
{
return this.IsPowered(uid, EntityManager) && !_bolts.IsBolted(uid);
}
} }

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@@ -22,7 +22,6 @@ using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffect; using Content.Shared.StatusEffect;
using Content.Shared.Stunnable; using Content.Shared.Stunnable;
using Content.Shared.Tag; using Content.Shared.Tag;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events; using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Map; using Robust.Shared.Map;

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@@ -1,5 +1,8 @@
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.Construction;
using Content.Server.Tools.Components; using Content.Server.Tools.Components;
using Content.Server.Wires;
using Content.Shared.Construction.Steps;
using Content.Shared.Database; using Content.Shared.Database;
using Content.Shared.DoAfter; using Content.Shared.DoAfter;
using Content.Shared.Examine; using Content.Shared.Examine;
@@ -7,8 +10,10 @@ using Content.Shared.Interaction;
using Content.Shared.Tools; using Content.Shared.Tools;
using Content.Shared.Tools.Components; using Content.Shared.Tools.Components;
using Content.Shared.Tools.Systems; using Content.Shared.Tools.Systems;
using Content.Shared.Wires;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems; using Robust.Shared.Physics.Systems;
using System.Linq;
namespace Content.Server.Tools.Systems; namespace Content.Server.Tools.Systems;
@@ -18,6 +23,7 @@ public sealed class WeldableSystem : EntitySystem
[Dependency] private readonly SharedToolSystem _toolSystem = default!; [Dependency] private readonly SharedToolSystem _toolSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ConstructionSystem _construction = default!;
public override void Initialize() public override void Initialize()
{ {
@@ -36,6 +42,14 @@ public sealed class WeldableSystem : EntitySystem
private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args) private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args)
{ {
// If any construction graph edges has its conditions meet and requires welding, then this construction takes priority
if (_construction.GetCurrentNode(uid)?.Edges.Any(x => _construction.CheckConditions(uid, x.Conditions)
&& x.Steps.Any(y => (y as ToolConstructionGraphStep)?.Tool == "Welding")) == true)
{
args.Handled = false;
return;
}
if (args.Handled) if (args.Handled)
return; return;

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@@ -31,6 +31,7 @@ public sealed class WiresSystem : SharedWiresSystem
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!; [Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly WiresSystem _wiresSystem = default!;
// This is where all the wire layouts are stored. // This is where all the wire layouts are stored.
[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts = new(); [ViewVariables] private readonly Dictionary<string, WireLayout> _layouts = new();
@@ -455,7 +456,7 @@ public sealed class WiresSystem : SharedWiresSystem
if (!TryComp<ToolComponent>(args.Used, out var tool) || !TryComp<WiresPanelComponent>(uid, out var panel)) if (!TryComp<ToolComponent>(args.Used, out var tool) || !TryComp<WiresPanelComponent>(uid, out var panel))
return; return;
if (panel.Open && if (panel.Open && panel.WiresAccessible &&
(_toolSystem.HasQuality(args.Used, "Cutting", tool) || (_toolSystem.HasQuality(args.Used, "Cutting", tool) ||
_toolSystem.HasQuality(args.Used, "Pulsing", tool))) _toolSystem.HasQuality(args.Used, "Pulsing", tool)))
{ {
@@ -631,6 +632,23 @@ public sealed class WiresSystem : SharedWiresSystem
Dirty(component); Dirty(component);
} }
public void SetWiresPanelSecurityData(EntityUid uid, WiresPanelComponent component, string wiresPanelSecurityLevelID)
{
var wiresPanelSecurityLevelPrototype = _protoMan.Index<WiresPanelSecurityLevelPrototype>(wiresPanelSecurityLevelID);
if (wiresPanelSecurityLevelPrototype == null)
return;
component.WiresAccessible = wiresPanelSecurityLevelPrototype.WiresAccessible;
component.WiresPanelSecurityExamination = wiresPanelSecurityLevelPrototype.Examine;
Dirty(component);
if (wiresPanelSecurityLevelPrototype?.WiresAccessible == false)
{
_uiSystem.TryCloseAll(uid, WiresUiKey.Key);
}
}
private void UpdateAppearance(EntityUid uid, WiresPanelComponent panel) private void UpdateAppearance(EntityUid uid, WiresPanelComponent panel)
{ {
if (TryComp<AppearanceComponent>(uid, out var appearance)) if (TryComp<AppearanceComponent>(uid, out var appearance))

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@@ -1,5 +1,4 @@
using Content.Shared.Examine; using Content.Shared.Examine;
using Robust.Shared.GameStates;
namespace Content.Shared.Wires; namespace Content.Shared.Wires;
@@ -9,31 +8,22 @@ public abstract class SharedWiresSystem : EntitySystem
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<WiresPanelComponent, ExaminedEvent>(OnExamine); SubscribeLocalEvent<WiresPanelComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<WiresPanelComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<WiresPanelComponent, ComponentHandleState>(OnHandleState);
} }
private void OnExamine(EntityUid uid, WiresPanelComponent component, ExaminedEvent args) private void OnExamine(EntityUid uid, WiresPanelComponent component, ExaminedEvent args)
{ {
args.PushMarkup(Loc.GetString(component.Open if (!component.Open)
? "wires-panel-component-on-examine-open"
: "wires-panel-component-on-examine-closed"));
}
private void OnGetState(EntityUid uid, WiresPanelComponent component, ref ComponentGetState args)
{
args.State = new WiresPanelComponentState
{ {
Open = component.Open, args.PushMarkup(Loc.GetString("wires-panel-component-on-examine-closed"));
Visible = component.Visible }
}; else
} {
args.PushMarkup(Loc.GetString("wires-panel-component-on-examine-open"));
private void OnHandleState(EntityUid uid, WiresPanelComponent component, ref ComponentHandleState args) if (component?.WiresPanelSecurityExamination != null)
{ {
if (args.Current is not WiresPanelComponentState state) args.PushMarkup(Loc.GetString(component.WiresPanelSecurityExamination));
return; }
component.Open = state.Open; }
component.Visible = state.Visible;
} }
} }

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@@ -1,23 +1,25 @@
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Wires; namespace Content.Shared.Wires;
[NetworkedComponent, RegisterComponent] [NetworkedComponent, RegisterComponent]
[Access(typeof(SharedWiresSystem))] [Access(typeof(SharedWiresSystem))]
public sealed class WiresPanelComponent : Component [AutoGenerateComponentState]
public sealed partial class WiresPanelComponent : Component
{ {
/// <summary> /// <summary>
/// Is the panel open for this entity's wires? /// Is the panel open for this entity's wires?
/// </summary> /// </summary>
[DataField("open")] [DataField("open")]
[AutoNetworkedField]
public bool Open; public bool Open;
/// <summary> /// <summary>
/// Should this entity's wires panel be visible at all? /// Should this entity's wires panel be visible at all?
/// </summary> /// </summary>
[ViewVariables] [ViewVariables]
[AutoNetworkedField]
public bool Visible = true; public bool Visible = true;
[DataField("screwdriverOpenSound")] [DataField("screwdriverOpenSound")]
@@ -25,11 +27,10 @@ public sealed class WiresPanelComponent : Component
[DataField("screwdriverCloseSound")] [DataField("screwdriverCloseSound")]
public SoundSpecifier ScrewdriverCloseSound = new SoundPathSpecifier("/Audio/Machines/screwdriverclose.ogg"); public SoundSpecifier ScrewdriverCloseSound = new SoundPathSpecifier("/Audio/Machines/screwdriverclose.ogg");
}
[Serializable, NetSerializable] [AutoNetworkedField]
public sealed class WiresPanelComponentState : ComponentState public string? WiresPanelSecurityExamination = default!;
{
public bool Open; [AutoNetworkedField]
public bool Visible; public bool WiresAccessible = true;
} }

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@@ -0,0 +1,16 @@
using Robust.Shared.Prototypes;
namespace Content.Shared.Wires;
[Prototype("WiresPanelSecurityLevel")]
public sealed class WiresPanelSecurityLevelPrototype : IPrototype
{
[IdDataField]
public string ID { get; } = default!;
[DataField("examine")]
public string? Examine = default!;
[DataField("wiresAccessible")]
public bool WiresAccessible = true;
}

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@@ -0,0 +1,8 @@
# Examination for different levels of wiring protection
wires-panel-component-on-examine-security-level1 = There is a steel plate preventing access to the internal wiring. Use a [color=cyan]Crowbar[/color] to remove it.
wires-panel-component-on-examine-security-level2 = A steel plate has been welded to the inside the [color=lightgray]maintenance panel[/color]. Use a [color=cyan]Welder[/color] to free it.
wires-panel-component-on-examine-security-level3 = There is a plasteel plate preventing access to the internal wiring. Use a [color=cyan]Crowbar[/color] to remove it.
wires-panel-component-on-examine-security-level4 = A plasteel plate has been welded to the inside the [color=lightgray]maintenance panel[/color]. Use a [color=cyan]Welder[/color] to free it.
wires-panel-component-on-examine-security-level5 = The inside of the [color=lightgray]maintenance panel[/color] is protected by a security grille. Use [color=cyan]Wirecutters[/color] to remove it.
wires-panel-component-on-examine-security-level6 = A plasteel plate sits within the interior of the [color=lightgray]maintenance panel[/color]. Use a [color=cyan]Crowbar[/color] to remove it.
wires-panel-component-on-examine-security-level7 = A welded plasteel plate protects the interior of the [color=lightgray]maintenance panel[/color]. Use a [color=cyan]Welder[/color] to free it.

View File

@@ -21,6 +21,8 @@
components: components:
- type: Sprite - type: Sprite
sprite: Structures/Doors/Airlocks/Standard/atmospherics.rsi sprite: Structures/Doors/Airlocks/Standard/atmospherics.rsi
- type: Construction
node: airlockMedSecurity
- type: entity - type: entity
parent: Airlock parent: Airlock
@@ -69,6 +71,8 @@
components: components:
- type: Sprite - type: Sprite
sprite: Structures/Doors/Airlocks/Standard/command.rsi sprite: Structures/Doors/Airlocks/Standard/command.rsi
- type: Construction
node: airlockMaxSecurity
- type: entity - type: entity
parent: Airlock parent: Airlock
@@ -77,6 +81,8 @@
components: components:
- type: Sprite - type: Sprite
sprite: Structures/Doors/Airlocks/Standard/security.rsi sprite: Structures/Doors/Airlocks/Standard/security.rsi
- type: Construction
node: airlockMedSecurity
- type: entity - type: entity
parent: Airlock parent: Airlock
@@ -156,6 +162,8 @@
sprite: Structures/Doors/Airlocks/Glass/atmospherics.rsi sprite: Structures/Doors/Airlocks/Glass/atmospherics.rsi
- type: PaintableAirlock - type: PaintableAirlock
group: Glass group: Glass
- type: Construction
node: airlockMedSecurity
- type: entity - type: entity
parent: AirlockGlass parent: AirlockGlass
@@ -206,6 +214,8 @@
sprite: Structures/Doors/Airlocks/Glass/command.rsi sprite: Structures/Doors/Airlocks/Glass/command.rsi
- type: PaintableAirlock - type: PaintableAirlock
group: Glass group: Glass
- type: Construction
node: airlockMaxSecurity
- type: entity - type: entity
parent: AirlockGlass parent: AirlockGlass
@@ -216,3 +226,5 @@
sprite: Structures/Doors/Airlocks/Glass/security.rsi sprite: Structures/Doors/Airlocks/Glass/security.rsi
- type: PaintableAirlock - type: PaintableAirlock
group: Glass group: Glass
- type: Construction
node: airlockMedSecurity

View File

@@ -0,0 +1,39 @@
- type: WiresPanelSecurityLevel
id: Level0
wiresAccessible: true
- type: WiresPanelSecurityLevel
id: Level1
examine: wires-panel-component-on-examine-security-level1
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level2
examine: wires-panel-component-on-examine-security-level2
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level3
examine: wires-panel-component-on-examine-security-level3
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level4
examine: wires-panel-component-on-examine-security-level4
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level5
examine: wires-panel-component-on-examine-security-level5
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level6
examine: wires-panel-component-on-examine-security-level6
wiresAccessible: false
- type: WiresPanelSecurityLevel
id: Level7
examine: wires-panel-component-on-examine-security-level7
wiresAccessible: false

View File

@@ -86,24 +86,6 @@
- tool: Prying - tool: Prying
doAfter: 5 doAfter: 5
- node: airlock
entity: Airlock
edges:
- to: wired #TODO DOOR ELECTRONICS. If door electronics ever govern access permissions, this step should probably be further down? It makes it too easy to swap permissions around. See also windoor.
conditions:
- !type:EntityAnchored {}
- !type:DoorWelded {}
- !type:DoorBolted
value: false
- !type:WirePanel {}
- !type:AllWiresCut
completed:
- !type:EmptyAllContainers {}
steps:
- tool: Prying
doAfter: 5
- node: glassElectronics - node: glassElectronics
entity: AirlockAssembly entity: AirlockAssembly
edges: edges:
@@ -146,3 +128,217 @@
steps: steps:
- tool: Prying - tool: Prying
doAfter: 2 doAfter: 2
- node: airlock
entity: Airlock
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level0
edges:
- to: wired #TODO DOOR ELECTRONICS. If door electronics ever govern access permissions, this step should probably be further down? It makes it too easy to swap permissions around. See also windoor.
conditions:
- !type:EntityAnchored {}
- !type:DoorWelded {}
- !type:DoorBolted
value: false
- !type:WirePanel {}
- !type:AllWiresCut
completed:
- !type:EmptyAllContainers {}
steps:
- tool: Prying
doAfter: 5
- to: airlockMedSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- material: Steel
amount: 2
doAfter: 2
- to: airlockHighSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- material: Plasteel
amount: 2
doAfter: 2
## Return node so that removing all internal plating doesn't reset the door
- node: airlockUnsecured
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level0
edges:
- to: wired
conditions:
- !type:EntityAnchored {}
- !type:DoorWelded {}
- !type:DoorBolted
value: false
- !type:WirePanel {}
- !type:AllWiresCut
completed:
- !type:EmptyAllContainers {}
steps:
- tool: Prying
doAfter: 5
- to: airlockMedSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- material: Steel
amount: 2
doAfter: 2
- to: airlockHighSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- material: Plasteel
amount: 2
doAfter: 2
## Medium security level airlock: a layer of steel plating protects the internal wiring
- node: airlockMedSecurityBreached
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level1
edges:
- to: airlockUnsecured
completed:
- !type:GivePrototype
prototype: SheetSteel1
amount: 2
conditions:
- !type:WirePanel {}
steps:
- tool: Prying
doAfter: 4
- to: airlockMedSecurity
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 3
- node: airlockMedSecurity
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level2
edges:
- to: airlockMedSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 10
## High security level airlock: a layer of plasteel plating protects the internal wiring
- node: airlockHighSecurityBreached
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level3
edges:
- to: airlockUnsecured
completed:
- !type:GivePrototype
prototype: SheetPlasteel1
amount: 2
conditions:
- !type:WirePanel {}
steps:
- tool: Prying
doAfter: 4
- to: airlockHighSecurity
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 5
- node: airlockHighSecurity
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level4
edges:
- to: airlockHighSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 15
- to: airlockMaxSecurity
conditions:
- !type:WirePanel {}
steps:
- material: MetalRod
amount: 2
doAfter: 1
## Max security level airlock: an electric grill is added
- node: airlockMaxSecurity
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level5
edges:
- to: airlockHighSecurity
completed:
- !type:AttemptElectrocute
- !type:GivePrototype
prototype: PartRodMetal1
amount: 2
conditions:
- !type:WirePanel {}
steps:
- tool: Cutting
doAfter: 0.5
- to: airlockSuperMaxSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- material: Plasteel
amount: 2
doAfter: 2
## Super max security level airlock: an additional layer of plasteel is added
- node: airlockSuperMaxSecurityBreached
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level6
edges:
- to: airlockMaxSecurity
completed:
- !type:GivePrototype
prototype: SheetPlasteel1
amount: 2
conditions:
- !type:WirePanel {}
steps:
- tool: Prying
doAfter: 4
- to: airlockSuperMaxSecurity
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 5
- node: airlockSuperMaxSecurity
actions:
- !type:ChangeWiresPanelSecurityLevel
level: Level7
edges:
- to: airlockSuperMaxSecurityBreached
conditions:
- !type:WirePanel {}
steps:
- tool: Welding
doAfter: 15