Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today
This commit is contained in:
mirrorcult
2021-08-02 04:57:06 -07:00
committed by GitHub
parent 7e3d5f6cf1
commit af2e21c355
14 changed files with 545 additions and 338 deletions

View File

@@ -0,0 +1,88 @@
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Doors;
using Content.Server.Doors.Components;
using Content.Shared.Doors;
using Content.Shared.Interaction;
using Content.Shared.Notification.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Doors.Components
{
/// <summary>
/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying,
/// and not being openable on open-hand click.
/// </summary>
[RegisterComponent]
public class FirelockComponent : Component
{
public override string Name => "Firelock";
[ComponentDependency]
public readonly ServerDoorComponent? DoorComponent = null;
/// <summary>
/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
/// </summary>
/// <returns></returns>
[DataField("lockedPryTimeModifier")]
public float LockedPryTimeModifier = 1.5f;
public bool EmergencyPressureStop()
{
if (DoorComponent != null && DoorComponent.State == SharedDoorComponent.DoorState.Open && DoorComponent.CanCloseGeneric())
{
DoorComponent.Close();
if (Owner.TryGetComponent(out AirtightComponent? airtight))
{
EntitySystem.Get<AirtightSystem>().SetAirblocked(airtight, true);
}
return true;
}
return false;
}
public bool IsHoldingPressure(float threshold = 20)
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
var minMoles = float.MaxValue;
var maxMoles = 0f;
foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(Owner.Transform.Coordinates))
{
var moles = adjacent.TotalMoles;
if (moles < minMoles)
minMoles = moles;
if (moles > maxMoles)
maxMoles = moles;
}
return (maxMoles - minMoles) > threshold;
}
public bool IsHoldingFire()
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
if (!atmosphereSystem.TryGetGridAndTile(Owner.Transform.Coordinates, out var tuple))
return false;
if (atmosphereSystem.GetTileMixture(tuple.Value.Grid, tuple.Value.Tile) == null)
return false;
if (atmosphereSystem.IsHotspotActive(tuple.Value.Grid, tuple.Value.Tile))
return true;
foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(Owner.Transform.Coordinates))
{
if (atmosphereSystem.IsHotspotActive(tuple.Value.Grid, adjacent))
return true;
}
return false;
}
}
}