Fix greytide virus hitting other maps (#33806)

fix greytide virus hitting other maps
This commit is contained in:
slarticodefast
2024-12-11 15:30:29 +01:00
committed by GitHub
parent 89522e7144
commit c28f4fdc7f

View File

@@ -6,6 +6,7 @@ using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Lock;
using Content.Shared.GameTicking.Components;
using Content.Shared.Station.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -43,6 +44,9 @@ public sealed class GreytideVirusRule : StationEventSystem<GreytideVirusRuleComp
if (virusComp.Severity == null)
return;
if (!TryGetRandomStation(out var chosenStation))
return;
// pick random access groups
var chosen = _random.GetItems(virusComp.AccessGroups, virusComp.Severity.Value, allowDuplicates: false);
@@ -57,12 +61,16 @@ public sealed class GreytideVirusRule : StationEventSystem<GreytideVirusRuleComp
var firelockQuery = GetEntityQuery<FirelockComponent>();
var accessQuery = GetEntityQuery<AccessReaderComponent>();
var lockQuery = AllEntityQuery<LockComponent>();
while (lockQuery.MoveNext(out var lockUid, out var lockComp))
var lockQuery = AllEntityQuery<LockComponent, TransformComponent>();
while (lockQuery.MoveNext(out var lockUid, out var lockComp, out var xform))
{
if (!accessQuery.TryComp(lockUid, out var accessComp))
continue;
// make sure not to hit CentCom or other maps
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
continue;
// check access
// the AreAccessTagsAllowed function is a little weird because it technically has support for certain tags to be locked out of opening something
// which might have unintened side effects (see the comments in the function itself)
@@ -74,13 +82,17 @@ public sealed class GreytideVirusRule : StationEventSystem<GreytideVirusRuleComp
_lock.Unlock(lockUid, null, lockComp);
}
var airlockQuery = AllEntityQuery<AirlockComponent, DoorComponent>();
while (airlockQuery.MoveNext(out var airlockUid, out var airlockComp, out var doorComp))
var airlockQuery = AllEntityQuery<AirlockComponent, DoorComponent, TransformComponent>();
while (airlockQuery.MoveNext(out var airlockUid, out var airlockComp, out var doorComp, out var xform))
{
// don't space everything
if (firelockQuery.HasComp(airlockUid))
continue;
// make sure not to hit CentCom or other maps
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
continue;
// use the access reader from the door electronics if they exist
if (!_access.GetMainAccessReader(airlockUid, out var accessComp))
continue;