Move board spawning out of DoorSystem (#11772)
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Server.Construction.Components;
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using Content.Server.Containers;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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@@ -281,20 +282,33 @@ namespace Content.Server.Construction
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Resolve(uid, ref containerManager, false);
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// We create the new entity.
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var newUid = EntityManager.SpawnEntity(newEntity, transform.Coordinates);
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var newUid = EntityManager.CreateEntityUninitialized(newEntity, transform.Coordinates);
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// Construction transferring.
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var newConstruction = EntityManager.EnsureComponent<ConstructionComponent>(newUid);
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// We set the graph and node accordingly... Then we append our containers to theirs.
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// Transfer all construction-owned containers.
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newConstruction.Containers.UnionWith(construction.Containers);
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// Prevent MapInitEvent spawned entities from spawning into the containers.
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// Containers created by ChangeNode() actions do not exist until after this function is complete,
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// but this should be fine, as long as the target entity properly declared its managed containers.
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if (TryComp(newUid, out ContainerFillComponent? containerFill) && containerFill.IgnoreConstructionSpawn)
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{
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foreach (var id in newConstruction.Containers)
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{
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containerFill.Containers.Remove(id);
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}
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}
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EntityManager.InitializeAndStartEntity(newUid);
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// We set the graph and node accordingly.
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ChangeGraph(newUid, userUid, construction.Graph, construction.Node, false, newConstruction);
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if (construction.TargetNode is {} targetNode)
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SetPathfindingTarget(newUid, targetNode, newConstruction);
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// Transfer all construction-owned containers.
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newConstruction.Containers.UnionWith(construction.Containers);
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// Transfer all pending interaction events too.
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while (construction.InteractionQueue.TryDequeue(out var ev))
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{
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95
Content.Server/Containers/ContainerFillComponent.cs
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95
Content.Server/Containers/ContainerFillComponent.cs
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@@ -0,0 +1,95 @@
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using Content.Server.Storage.Components;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Serialization.Markdown.Validation;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.Serialization.TypeSerializers.Interfaces;
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namespace Content.Server.Containers;
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/// <summary>
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/// Component for spawning entity prototypes into containers on map init.
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/// </summary>
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/// <remarks>
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/// Unlike <see cref="StorageFillComponent"/> this is deterministic and supports arbitrary containers. While this
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/// could maybe be merged with that component, it would require significant changes to <see
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/// cref="EntitySpawnCollection.GetSpawns"/>, which is also used by several other systems.
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/// </remarks>
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[RegisterComponent]
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public sealed class ContainerFillComponent : Component
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{
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[DataField("containers", customTypeSerializer:typeof(ContainerFillSerializer))]
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public readonly Dictionary<string, List<string>> Containers = new();
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/// <summary>
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/// If true, entities spawned via the construction system will not have entities spawned into containers managed
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/// by the construction system.
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/// </summary>
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[DataField("ignoreConstructionSpawn")]
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public bool IgnoreConstructionSpawn = true;
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}
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// all of this exists just to validate prototype ids.
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// it would be nice if you could specify only a type validator and not have to re-implement everything else.
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// or a dictionary serializer that accepts a custom type serializer for the dictionary values
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public sealed class ContainerFillSerializer : ITypeSerializer<Dictionary<string, List<string>>, MappingDataNode>
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{
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private static PrototypeIdListSerializer<EntityPrototype> ListSerializer => new();
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public ValidationNode Validate(
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ISerializationManager serializationManager,
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MappingDataNode node,
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IDependencyCollection dependencies,
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ISerializationContext? context = null)
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{
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var mapping = new Dictionary<ValidationNode, ValidationNode>();
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foreach (var (key, val) in node.Children)
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{
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var keyVal = serializationManager.ValidateNode<string>(key, context);
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var listVal = (val is SequenceDataNode seq)
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? ListSerializer.Validate(serializationManager, seq, dependencies, context)
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: new ErrorNode(val, "ContainerFillComponent prototypes must be a sequence/list");
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mapping.Add(keyVal, listVal);
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}
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return new ValidatedMappingNode(mapping);
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}
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public Dictionary<string, List<string>> Copy(
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ISerializationManager serializationManager,
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Dictionary<string, List<string>> source,
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Dictionary<string, List<string>> target,
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bool skipHook,
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ISerializationContext? context = null)
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{
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serializationManager.Copy(source, ref target, context, skipHook);
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return target;
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}
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public Dictionary<string, List<string>> Read(
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ISerializationManager serializationManager,
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MappingDataNode node,
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IDependencyCollection dependencies,
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bool skipHook,
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ISerializationContext? context = null,
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Dictionary<string, List<string>>? value = null)
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{
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return serializationManager.Read(node, context, skipHook, value);
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}
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public DataNode Write(ISerializationManager serializationManager,
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Dictionary<string, List<string>> value,
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IDependencyCollection dependencies,
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bool alwaysWrite = false,
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ISerializationContext? context = null)
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{
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return serializationManager.WriteValue(value, alwaysWrite, context);
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}
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}
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47
Content.Server/Containers/ContainerFillSystem.cs
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47
Content.Server/Containers/ContainerFillSystem.cs
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@@ -0,0 +1,47 @@
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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namespace Content.Server.Containers;
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public sealed class ContainerFillSystem : EntitySystem
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{
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ContainerFillComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, ContainerFillComponent component, MapInitEvent args)
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{
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if (!TryComp(uid, out ContainerManagerComponent? containerComp))
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{
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Logger.Error($"Entity {ToPrettyString(uid)} with a {nameof(ContainerFillComponent)} has no {nameof(ContainerManagerComponent)}.");
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return;
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}
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var xform = Transform(uid);
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var coords = new EntityCoordinates(uid, Vector2.Zero);
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foreach (var (contaienrId, prototypes) in component.Containers)
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{
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if (!_containerSystem.TryGetContainer(uid, contaienrId, out var container, containerComp))
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{
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Logger.Error($"Entity {ToPrettyString(uid)} with a {nameof(ContainerFillComponent)} is missing a container ({contaienrId}).");
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continue;
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}
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foreach (var proto in prototypes)
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{
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var ent = Spawn(proto, coords);
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if (!container.Insert(ent, EntityManager, null, xform))
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{
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Logger.Error($"Entity {ToPrettyString(uid)} with a {nameof(ContainerFillComponent)} failed to insert an entity: {ToPrettyString(ent)}.");
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Transform(ent).AttachToGridOrMap();
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break;
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}
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}
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}
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}
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}
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@@ -18,7 +18,6 @@ using Content.Shared.Tools.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using System.Linq;
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using Robust.Shared.Physics.Components;
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@@ -38,7 +37,6 @@ public sealed class DoorSystem : SharedDoorSystem
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<DoorComponent, InteractUsingEvent>(OnInteractUsing, after: new[] { typeof(ConstructionSystem) });
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// Mob prying doors
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@@ -274,30 +272,6 @@ public sealed class DoorSystem : SharedDoorSystem
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TryOpen(uid, door, otherUid);
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}
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private void OnMapInit(EntityUid uid, DoorComponent door, MapInitEvent args)
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{
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// Ensure that the construction component is aware of the board container.
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if (TryComp(uid, out ConstructionComponent? construction))
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_constructionSystem.AddContainer(uid, "board", construction);
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// We don't do anything if this is null or empty.
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if (string.IsNullOrEmpty(door.BoardPrototype))
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return;
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var container = _containerSystem.EnsureContainer<Container>(uid, "board", out var existed);
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if (existed && container.ContainedEntities.Count != 0)
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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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return;
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}
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var board = EntityManager.SpawnEntity(door.BoardPrototype, Transform(uid).Coordinates);
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if(!container.Insert(board))
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Logger.Warning($"Couldn't insert board {ToPrettyString(board)} into door {ToPrettyString(uid)}!");
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, GotEmaggedEvent args)
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{
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if(TryComp<AirlockComponent>(uid, out var airlockComponent))
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@@ -169,9 +169,6 @@ public sealed class DoorComponent : Component, ISerializationHooks
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}
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#endregion
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[DataField("board", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? BoardPrototype;
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[DataField("pryingQuality", customTypeSerializer: typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
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public string PryingQuality = "Prying";
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@@ -41,8 +41,10 @@
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- FullTileMask
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layer:
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- AirlockLayer
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- type: ContainerFill
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containers:
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board: [ DoorElectronics ]
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- type: Door
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board: DoorElectronics
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crushDamage:
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types:
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Blunt: 15
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@@ -96,6 +98,8 @@
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- type: Construction
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graph: Airlock
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node: airlock
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containers:
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- board
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- type: IconSmooth
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key: walls
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mode: NoSprite
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@@ -35,8 +35,13 @@
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- FullTileMask
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layer:
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- WallLayer
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- type: ContainerFill
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containers:
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board: [ DoorElectronics ]
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- type: ContainerContainer
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containers:
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board: !type:Container
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- type: Door
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board: DoorElectronics
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crushDamage:
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types:
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Blunt: 50
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@@ -32,7 +32,6 @@
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bumpOpen: false
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closeTimeTwo: 0.4
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openTimeTwo: 0.4
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board: DoorElectronics
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crushDamage:
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types:
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Blunt: 15
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@@ -1,5 +1,6 @@
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- type: entity
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id: Firelock
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id: BaseFirelock
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abstract: true
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parent: BaseStructure
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name: firelock
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description: Apply crowbar.
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@@ -97,14 +98,27 @@
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enabled: false
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- type: Occluder
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enabled: false
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- type: Construction
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graph: Firelock
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node: Firelock
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- type: WallMount
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arc: 360
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- type: StaticPrice
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price: 150
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- type: entity
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id: Firelock
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parent: BaseFirelock
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components:
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- type: ContainerContainer
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containers:
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board: !type:Container
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- type: Construction
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graph: Firelock
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node: Firelock
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containers:
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- board
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- type: ContainerFill
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containers:
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board: [ FirelockElectronics ]
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- type: entity
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id: FirelockGlass
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parent: Firelock
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@@ -126,10 +140,12 @@
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- GlassAirlockLayer
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- type: Door
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occludes: false
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- type: Construction
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node: FirelockGlass
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- type: entity
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id: FirelockEdge
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parent: Firelock
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parent: BaseFirelock
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name: firelock
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components:
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- type: Sprite
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@@ -4,6 +4,8 @@
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name: shutter
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abstract: true
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description: One shudders to think about what might be behind this shutter.
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placement:
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mode: SnapgridCenter
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components:
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- type: Sprite
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netsync: false
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@@ -22,8 +24,13 @@
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- FullTileMask
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layer:
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- AirlockLayer
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- type: ContainerFill
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containers:
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board: [ DoorElectronics ]
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- type: ContainerContainer
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containers:
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board: !type:Container
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- type: Door
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board: DoorElectronics
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bumpOpen: false
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clickOpen: false
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closeTimeOne: 0.2
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@@ -78,8 +85,6 @@
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messagePerceivedByOthers: comp-window-knock
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interactSuccessSound:
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path: /Audio/Effects/glass_knock.ogg
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placement:
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mode: SnapgridCenter
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- type: entity
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id: ShuttersNormal
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@@ -89,6 +94,8 @@
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- type: Construction
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graph: Shutters
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node: Shutters
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containers:
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- board
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- type: entity
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id: ShuttersNormalOpen
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@@ -105,9 +112,6 @@
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airBlocked: false
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- type: RadiationBlocker
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enabled: false
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- type: Construction
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graph: Shutters
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node: Shutters
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- type: entity
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id: ShuttersRadiation
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@@ -125,6 +129,8 @@
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- type: Construction
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graph: Shutters
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node: ShuttersRadiation
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containers:
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- board
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- type: entity
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id: ShuttersRadiationOpen
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@@ -133,9 +139,6 @@
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components:
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- type: Door
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state: Open
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- type: Construction
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graph: Shutters
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node: ShuttersRadiation
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- type: Occluder
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enabled: false
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- type: Physics
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@@ -160,6 +163,8 @@
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- type: Construction
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graph: Shutters
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node: ShuttersWindow
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containers:
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- board
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- type: entity
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id: ShuttersWindowOpen
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@@ -168,9 +173,6 @@
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components:
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- type: Door
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state: Open
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- type: Construction
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graph: Shutters
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node: ShuttersWindow
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- type: Physics
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canCollide: false
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- type: Airtight
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@@ -192,6 +194,8 @@
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- type: Construction
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graph: Shutters
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node: frame1
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containers:
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- board
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- type: InteractionOutline
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- type: Damageable
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damageContainer: Inorganic
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@@ -76,9 +76,14 @@
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openPanelVisible: true
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# needed so that windoors will close regardless of whether there are people in it; it doesn't crush after all
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safety: false
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- type: ContainerFill
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containers:
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board: [ DoorElectronics ]
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- type: ContainerContainer
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containers:
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board: !type:Container
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- type: Door
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canCrush: false
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board: DoorElectronics
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openSound:
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path: /Audio/Machines/windoor_open.ogg
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closeSound:
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@@ -111,6 +116,8 @@
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- type: Construction
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graph: Windoor
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node: windoor
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containers:
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- board
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- type: StaticPrice
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price: 100
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@@ -148,7 +148,7 @@
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prototype: SheetGlass1
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amount: 2
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steps:
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- tool: Screwing
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- tool: Prying
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doAfter: 1
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@@ -379,6 +379,23 @@
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conditions:
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- !type:TileNotBlocked
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- type: construction
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name: glass firelock
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id: FirelockGlass
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graph: Firelock
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startNode: start
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targetNode: FirelockGlass
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category: construction-category-structures
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description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
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icon:
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sprite: Structures/Doors/Airlocks/Glass/firelock.rsi
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state: closed
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objectType: Structure
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placementMode: SnapgridCenter
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canBuildInImpassable: false
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conditions:
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- !type:TileNotBlocked
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- type: construction
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name: shutter
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id: Shutters
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Reference in New Issue
Block a user