Added bolts to airlocks (#1138)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
@@ -106,11 +106,13 @@ namespace Content.Client.GameObjects.Components.Doors
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}
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}
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||||||
|
|
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var unlitVisible = true;
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var unlitVisible = true;
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||||||
|
var boltedVisible = false;
|
||||||
switch (state)
|
switch (state)
|
||||||
{
|
{
|
||||||
case DoorVisualState.Closed:
|
case DoorVisualState.Closed:
|
||||||
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
|
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
|
||||||
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
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sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
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||||||
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sprite.LayerSetState(DoorVisualLayers.BaseBolted, "bolted");
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||||||
sprite.LayerSetState(WiresVisualizer2D.WiresVisualLayers.MaintenancePanel, "panel_open");
|
sprite.LayerSetState(WiresVisualizer2D.WiresVisualLayers.MaintenancePanel, "panel_open");
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||||||
break;
|
break;
|
||||||
case DoorVisualState.Closing:
|
case DoorVisualState.Closing:
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||||||
@@ -143,14 +145,20 @@ namespace Content.Client.GameObjects.Components.Doors
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{
|
{
|
||||||
unlitVisible = false;
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unlitVisible = false;
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||||||
}
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}
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||||||
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if (component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights)
|
||||||
|
{
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||||||
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boltedVisible = true;
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||||||
|
}
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||||||
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||||||
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
|
||||||
}
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}
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||||||
}
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}
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||||||
|
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||||||
public enum DoorVisualLayers
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public enum DoorVisualLayers
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||||||
{
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{
|
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Base,
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Base,
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||||||
BaseUnlit
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BaseUnlit,
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||||||
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BaseBolted
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||||||
}
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}
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||||||
}
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}
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@@ -2,15 +2,16 @@
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using System.Threading;
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using System.Threading;
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||||||
using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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||||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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||||||
using Content.Server.GameObjects.Components.VendingMachines;
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using Content.Server.GameObjects.Components.VendingMachines;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces;
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||||||
using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Doors;
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||||||
using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Interactable;
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||||||
using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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||||||
|
using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
|
using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
using Robust.Shared.Localization;
|
using Robust.Shared.Localization;
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||||||
using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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||||||
@@ -53,6 +54,32 @@ namespace Content.Server.GameObjects.Components.Doors
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}
|
}
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||||||
}
|
}
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||||||
|
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||||||
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private bool _boltsDown;
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||||||
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||||||
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private bool BoltsDown
|
||||||
|
{
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||||||
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get => _boltsDown;
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||||||
|
set
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||||||
|
{
|
||||||
|
_boltsDown = value;
|
||||||
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UpdateWiresStatus();
|
||||||
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UpdateBoltLightStatus();
|
||||||
|
}
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||||||
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}
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||||||
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||||||
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private bool _boltLightsWirePulsed = true;
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||||||
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||||||
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private bool BoltLightsVisible
|
||||||
|
{
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||||||
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get => _boltLightsWirePulsed && BoltsDown && IsPowered() && State == DoorState.Closed;
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||||||
|
set
|
||||||
|
{
|
||||||
|
_boltLightsWirePulsed = value;
|
||||||
|
UpdateWiresStatus();
|
||||||
|
UpdateBoltLightStatus();
|
||||||
|
}
|
||||||
|
}
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||||||
|
|
||||||
private void UpdateWiresStatus()
|
private void UpdateWiresStatus()
|
||||||
{
|
{
|
||||||
var powerLight = new StatusLightData(Color.Yellow, StatusLightState.On, "POWR");
|
var powerLight = new StatusLightData(Color.Yellow, StatusLightState.On, "POWR");
|
||||||
@@ -66,9 +93,14 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
powerLight = new StatusLightData(Color.Red, StatusLightState.On, "POWR");
|
powerLight = new StatusLightData(Color.Red, StatusLightState.On, "POWR");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var boltStatus =
|
||||||
|
new StatusLightData(Color.Red, BoltsDown ? StatusLightState.On : StatusLightState.Off, "BOLT");
|
||||||
|
var boltLightsStatus = new StatusLightData(Color.Lime,
|
||||||
|
_boltLightsWirePulsed ? StatusLightState.On : StatusLightState.Off, "BLTL");
|
||||||
|
|
||||||
_wires.SetStatus(AirlockWireStatus.PowerIndicator, powerLight);
|
_wires.SetStatus(AirlockWireStatus.PowerIndicator, powerLight);
|
||||||
_wires.SetStatus(1, new StatusLightData(Color.Red, StatusLightState.Off, "BOLT"));
|
_wires.SetStatus(AirlockWireStatus.BoltIndicator, boltStatus);
|
||||||
_wires.SetStatus(2, new StatusLightData(Color.Lime, StatusLightState.On, "BLTL"));
|
_wires.SetStatus(AirlockWireStatus.BoltLightIndicator, boltLightsStatus);
|
||||||
_wires.SetStatus(3, new StatusLightData(Color.Purple, StatusLightState.BlinkingSlow, "AICT"));
|
_wires.SetStatus(3, new StatusLightData(Color.Purple, StatusLightState.BlinkingSlow, "AICT"));
|
||||||
_wires.SetStatus(4, new StatusLightData(Color.Orange, StatusLightState.Off, "TIME"));
|
_wires.SetStatus(4, new StatusLightData(Color.Orange, StatusLightState.Off, "TIME"));
|
||||||
_wires.SetStatus(5, new StatusLightData(Color.Red, StatusLightState.Off, "SAFE"));
|
_wires.SetStatus(5, new StatusLightData(Color.Red, StatusLightState.Off, "SAFE"));
|
||||||
@@ -88,6 +120,14 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
_wires.IsWireCut(Wires.BackupPower);
|
_wires.IsWireCut(Wires.BackupPower);
|
||||||
}
|
}
|
||||||
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|
||||||
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private void UpdateBoltLightStatus()
|
||||||
|
{
|
||||||
|
if (Owner.TryGetComponent(out AppearanceComponent appearance))
|
||||||
|
{
|
||||||
|
appearance.SetData(DoorVisuals.BoltLights, BoltLightsVisible);
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||||||
|
}
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||||||
|
}
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||||||
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|
||||||
protected override DoorState State
|
protected override DoorState State
|
||||||
{
|
{
|
||||||
set
|
set
|
||||||
@@ -95,6 +135,8 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
base.State = value;
|
base.State = value;
|
||||||
// Only show the maintenance panel if the airlock is closed
|
// Only show the maintenance panel if the airlock is closed
|
||||||
_wires.IsPanelVisible = value != DoorState.Open;
|
_wires.IsPanelVisible = value != DoorState.Open;
|
||||||
|
// If the door is closed, we should look if the bolt was locked while closing
|
||||||
|
UpdateBoltLightStatus();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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|
||||||
@@ -123,6 +165,9 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
{
|
{
|
||||||
appearance.SetData(DoorVisuals.Powered, e.Powered);
|
appearance.SetData(DoorVisuals.Powered, e.Powered);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// BoltLights also got out
|
||||||
|
UpdateBoltLightStatus();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void ActivateImpl(ActivateEventArgs args)
|
protected override void ActivateImpl(ActivateEventArgs args)
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||||||
@@ -151,17 +196,31 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
|
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||||||
/// <see cref="MainPower"/>
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/// <see cref="MainPower"/>
|
||||||
BackupPower,
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BackupPower,
|
||||||
|
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||||||
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/// <summary>
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||||||
|
/// Pulsing causes for bolts to toggle (but only raise if power is on)
|
||||||
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/// Cutting causes Bolts to drop
|
||||||
|
/// Mending does nothing
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||||||
|
/// </summary>
|
||||||
|
Bolts,
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pulsing causes light to toggle
|
||||||
|
/// Cutting causes light to go out
|
||||||
|
/// Mending causes them to go on again
|
||||||
|
/// </summary>
|
||||||
|
BoltLight,
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RegisterWires(WiresComponent.WiresBuilder builder)
|
public void RegisterWires(WiresComponent.WiresBuilder builder)
|
||||||
{
|
{
|
||||||
builder.CreateWire(Wires.MainPower);
|
builder.CreateWire(Wires.MainPower);
|
||||||
builder.CreateWire(Wires.BackupPower);
|
builder.CreateWire(Wires.BackupPower);
|
||||||
builder.CreateWire(1);
|
builder.CreateWire(Wires.Bolts);
|
||||||
builder.CreateWire(2);
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builder.CreateWire(Wires.BoltLight);
|
||||||
builder.CreateWire(3);
|
|
||||||
builder.CreateWire(4);
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builder.CreateWire(4);
|
||||||
/*builder.CreateWire(5);
|
builder.CreateWire(5);
|
||||||
|
/*
|
||||||
builder.CreateWire(6);
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builder.CreateWire(6);
|
||||||
builder.CreateWire(7);
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builder.CreateWire(7);
|
||||||
builder.CreateWire(8);
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builder.CreateWire(8);
|
||||||
@@ -186,6 +245,24 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
() => PowerWiresPulsed = false,
|
() => PowerWiresPulsed = false,
|
||||||
_powerWiresPulsedTimerCancel.Token);
|
_powerWiresPulsedTimerCancel.Token);
|
||||||
break;
|
break;
|
||||||
|
case Wires.Bolts:
|
||||||
|
if (!BoltsDown)
|
||||||
|
{
|
||||||
|
SetBoltsWithAudio(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (IsPowered()) // only raise again if powered
|
||||||
|
{
|
||||||
|
SetBoltsWithAudio(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
case Wires.BoltLight:
|
||||||
|
// we need to change the property here to set the appearance again
|
||||||
|
BoltLightsVisible = !_boltLightsWirePulsed;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -199,6 +276,22 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
_powerWiresPulsedTimerCancel?.Cancel();
|
_powerWiresPulsedTimerCancel?.Cancel();
|
||||||
PowerWiresPulsed = false;
|
PowerWiresPulsed = false;
|
||||||
break;
|
break;
|
||||||
|
case Wires.BoltLight:
|
||||||
|
BoltLightsVisible = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (args.Action == Cut)
|
||||||
|
{
|
||||||
|
switch (args.Identifier)
|
||||||
|
{
|
||||||
|
case Wires.Bolts:
|
||||||
|
SetBoltsWithAudio(true);
|
||||||
|
break;
|
||||||
|
case Wires.BoltLight:
|
||||||
|
BoltLightsVisible = false;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -208,17 +301,17 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
|
|
||||||
public override bool CanOpen()
|
public override bool CanOpen()
|
||||||
{
|
{
|
||||||
return IsPowered();
|
return IsPowered() && !IsBolted();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool CanClose()
|
public override bool CanClose()
|
||||||
{
|
{
|
||||||
return IsPowered();
|
return IsPowered() && !IsBolted();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Deny()
|
public override void Deny()
|
||||||
{
|
{
|
||||||
if (!IsPowered())
|
if (!IsPowered() || IsBolted())
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -226,6 +319,11 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
base.Deny();
|
base.Deny();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool IsBolted()
|
||||||
|
{
|
||||||
|
return _boltsDown;
|
||||||
|
}
|
||||||
|
|
||||||
private bool IsPowered()
|
private bool IsPowered()
|
||||||
{
|
{
|
||||||
return _powerReceiver.Powered;
|
return _powerReceiver.Powered;
|
||||||
@@ -251,10 +349,18 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
|
|
||||||
if (!tool.UseTool(eventArgs.User, Owner, ToolQuality.Prying)) return false;
|
if (!tool.UseTool(eventArgs.User, Owner, ToolQuality.Prying)) return false;
|
||||||
|
|
||||||
|
if (IsBolted())
|
||||||
|
{
|
||||||
|
var notify = IoCManager.Resolve<IServerNotifyManager>();
|
||||||
|
notify.PopupMessage(Owner, eventArgs.User,
|
||||||
|
Loc.GetString("The airlock's bolts prevent it from being forced!"));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
if (IsPowered())
|
if (IsPowered())
|
||||||
{
|
{
|
||||||
var notify = IoCManager.Resolve<IServerNotifyManager>();
|
var notify = IoCManager.Resolve<IServerNotifyManager>();
|
||||||
notify.PopupMessage(Owner, eventArgs.User, "The powered motors block your efforts!");
|
notify.PopupMessage(Owner, eventArgs.User, Loc.GetString("The powered motors block your efforts!"));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -265,5 +371,18 @@ namespace Content.Server.GameObjects.Components.Doors
|
|||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetBoltsWithAudio(bool newBolts)
|
||||||
|
{
|
||||||
|
if (newBolts == BoltsDown)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
BoltsDown = newBolts;
|
||||||
|
|
||||||
|
EntitySystem.Get<AudioSystem>()
|
||||||
|
.PlayFromEntity(newBolts ? "/Audio/machines/boltsdown.ogg" : "/Audio/machines/boltsup.ogg", Owner);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using Robust.Shared.Serialization;
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
namespace Content.Shared.GameObjects.Components.Doors
|
namespace Content.Shared.GameObjects.Components.Doors
|
||||||
@@ -7,5 +7,7 @@ namespace Content.Shared.GameObjects.Components.Doors
|
|||||||
public enum AirlockWireStatus
|
public enum AirlockWireStatus
|
||||||
{
|
{
|
||||||
PowerIndicator,
|
PowerIndicator,
|
||||||
|
BoltIndicator,
|
||||||
|
BoltLightIndicator,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using Robust.Shared.Serialization;
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
namespace Content.Shared.GameObjects.Components.Doors
|
namespace Content.Shared.GameObjects.Components.Doors
|
||||||
@@ -8,7 +8,8 @@ namespace Content.Shared.GameObjects.Components.Doors
|
|||||||
public enum DoorVisuals
|
public enum DoorVisuals
|
||||||
{
|
{
|
||||||
VisualState,
|
VisualState,
|
||||||
Powered
|
Powered,
|
||||||
|
BoltLights
|
||||||
}
|
}
|
||||||
|
|
||||||
[NetSerializable]
|
[NetSerializable]
|
||||||
|
|||||||
BIN
Resources/Audio/machines/boltsdown.ogg
Normal file
BIN
Resources/Audio/machines/boltsup.ogg
Normal file
@@ -15,6 +15,9 @@
|
|||||||
- state: closed_unlit
|
- state: closed_unlit
|
||||||
shader: unshaded
|
shader: unshaded
|
||||||
map: ["enum.DoorVisualLayers.BaseUnlit"]
|
map: ["enum.DoorVisualLayers.BaseUnlit"]
|
||||||
|
- state: bolted
|
||||||
|
shader: unshaded
|
||||||
|
map: ["enum.DoorVisualLayers.BaseBolted"]
|
||||||
- state: panel_open
|
- state: panel_open
|
||||||
map: ["enum.WiresVisualLayers.MaintenancePanel"]
|
map: ["enum.WiresVisualLayers.MaintenancePanel"]
|
||||||
- type: Icon
|
- type: Icon
|
||||||
|
|||||||
BIN
Resources/Textures/Buildings/Doors/airlock_basic.rsi/bolted.png
Normal file
|
After Width: | Height: | Size: 147 B |
|
Before Width: | Height: | Size: 933 B |
@@ -62,7 +62,7 @@
|
|||||||
]
|
]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "locked",
|
"name": "bolted",
|
||||||
"directions": 1,
|
"directions": 1,
|
||||||
"delays": [
|
"delays": [
|
||||||
[
|
[
|
||||||
|
|||||||
BIN
Resources/Textures/Buildings/Doors/airlock_cargo.rsi/bolted.png
Normal file
|
After Width: | Height: | Size: 147 B |
|
Before Width: | Height: | Size: 1.1 KiB |
@@ -1 +1 @@
|
|||||||
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BIN
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BIN
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