* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Content.Server.Doors.Systems;
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using Content.Server.Wires;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Wires;
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namespace Content.Server.Doors;
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public sealed partial class DoorBoltWireAction : ComponentWireAction<DoorBoltComponent>
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{
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public override Color Color { get; set; } = Color.Red;
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public override string Name { get; set; } = "wire-name-door-bolt";
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public override StatusLightState? GetLightState(Wire wire, DoorBoltComponent comp)
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=> comp.BoltsDown ? StatusLightState.On : StatusLightState.Off;
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public override object StatusKey { get; } = AirlockWireStatus.BoltIndicator;
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public override bool Cut(EntityUid user, Wire wire, DoorBoltComponent airlock)
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{
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EntityManager.System<DoorSystem>().SetBoltWireCut((wire.Owner, airlock), true);
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if (!airlock.BoltsDown && IsPowered(wire.Owner))
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EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, airlock), true, user);
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return true;
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}
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public override bool Mend(EntityUid user, Wire wire, DoorBoltComponent door)
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{
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EntityManager.System<DoorSystem>().SetBoltWireCut((wire.Owner, door), false);
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return true;
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}
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public override void Pulse(EntityUid user, Wire wire, DoorBoltComponent door)
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{
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if (IsPowered(wire.Owner))
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EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, door), !door.BoltsDown);
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else if (!door.BoltsDown)
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EntityManager.System<DoorSystem>().SetBoltsDown((wire.Owner, door), true);
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}
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}
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