* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
461 lines
15 KiB
C#
461 lines
15 KiB
C#
#nullable enable
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using System;
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using System.Threading;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.VendingMachines;
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using Content.Server.Interfaces.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent.WiresAction;
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namespace Content.Server.GameObjects.Components.Doors
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{
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/// <summary>
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/// Companion component to ServerDoorComponent that handles airlock-specific behavior -- wires, requiring power to operate, bolts, and allowing automatic closing.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDoorCheck))]
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public class AirlockComponent : Component, IWires, IDoorCheck
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{
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public override string Name => "Airlock";
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[ComponentDependency]
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private readonly ServerDoorComponent? _doorComponent = null;
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[ComponentDependency]
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private readonly SharedAppearanceComponent? _appearanceComponent = null;
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[ComponentDependency]
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private readonly PowerReceiverComponent? _receiverComponent = null;
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[ComponentDependency]
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private readonly WiresComponent? _wiresComponent = null;
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/// <summary>
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/// Duration for which power will be disabled after pulsing either power wire.
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/// </summary>
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private static readonly TimeSpan PowerWiresTimeout = TimeSpan.FromSeconds(5.0);
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private CancellationTokenSource _powerWiresPulsedTimerCancel = new();
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private bool _powerWiresPulsed;
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/// <summary>
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/// True if either power wire was pulsed in the last <see cref="PowerWiresTimeout"/>.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private bool PowerWiresPulsed
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{
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get => _powerWiresPulsed;
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set
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{
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_powerWiresPulsed = value;
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UpdateWiresStatus();
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UpdatePowerCutStatus();
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}
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}
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private bool _boltsDown;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BoltsDown
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{
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get => _boltsDown;
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set
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{
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_boltsDown = value;
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UpdateBoltLightStatus();
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}
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}
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private bool _boltLightsWirePulsed = true;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool BoltLightsVisible
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{
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get => _boltLightsWirePulsed && BoltsDown && IsPowered()
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&& _doorComponent != null && _doorComponent.State == SharedDoorComponent.DoorState.Closed;
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set
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{
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_boltLightsWirePulsed = value;
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UpdateBoltLightStatus();
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}
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}
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private static readonly TimeSpan AutoCloseDelayFast = TimeSpan.FromSeconds(1);
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _autoClose = true;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _normalCloseSpeed = true;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _safety = true;
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public override void Initialize()
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{
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base.Initialize();
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if (_receiverComponent != null && _appearanceComponent != null)
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{
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_appearanceComponent.SetData(DoorVisuals.Powered, _receiverComponent.Powered);
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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PowerDeviceOnOnPowerStateChanged(powerChanged);
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break;
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}
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}
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void IDoorCheck.OnStateChange(SharedDoorComponent.DoorState doorState)
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{
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// Only show the maintenance panel if the airlock is closed
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if (_wiresComponent != null)
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{
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_wiresComponent.IsPanelVisible = doorState != SharedDoorComponent.DoorState.Open;
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}
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// If the door is closed, we should look if the bolt was locked while closing
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UpdateBoltLightStatus();
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}
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bool IDoorCheck.OpenCheck() => CanChangeState();
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bool IDoorCheck.CloseCheck() => CanChangeState();
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bool IDoorCheck.DenyCheck() => CanChangeState();
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bool IDoorCheck.SafetyCheck() => _safety;
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bool IDoorCheck.AutoCloseCheck() => _autoClose;
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TimeSpan? IDoorCheck.GetCloseSpeed()
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{
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if (_normalCloseSpeed)
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{
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return null;
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}
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return AutoCloseDelayFast;
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}
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bool IDoorCheck.BlockActivate(ActivateEventArgs eventArgs)
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{
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if (_wiresComponent != null && _wiresComponent.IsPanelOpen &&
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eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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_wiresComponent.OpenInterface(actor.playerSession);
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return true;
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}
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return false;
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}
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bool IDoorCheck.CanPryCheck(InteractUsingEventArgs eventArgs)
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{
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if (IsBolted())
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("The airlock's bolts prevent it from being forced!"));
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return false;
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}
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if (IsPowered())
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("The powered motors block your efforts!"));
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return false;
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}
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return true;
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}
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private bool CanChangeState()
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{
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return IsPowered() && !IsBolted();
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}
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private bool IsBolted()
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{
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return _boltsDown;
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}
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private bool IsPowered()
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{
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return _receiverComponent == null || _receiverComponent.Powered;
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}
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private void UpdateBoltLightStatus()
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{
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if (_appearanceComponent != null)
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{
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_appearanceComponent.SetData(DoorVisuals.BoltLights, BoltLightsVisible);
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}
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}
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private void UpdateWiresStatus()
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{
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if (_doorComponent == null)
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{
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return;
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}
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var powerLight = new StatusLightData(Color.Yellow, StatusLightState.On, "POWR");
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if (PowerWiresPulsed)
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{
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powerLight = new StatusLightData(Color.Yellow, StatusLightState.BlinkingFast, "POWR");
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}
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else if (_wiresComponent != null &&
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_wiresComponent.IsWireCut(Wires.MainPower) &&
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_wiresComponent.IsWireCut(Wires.BackupPower))
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{
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powerLight = new StatusLightData(Color.Red, StatusLightState.On, "POWR");
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}
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var boltStatus =
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new StatusLightData(Color.Red, BoltsDown ? StatusLightState.On : StatusLightState.Off, "BOLT");
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var boltLightsStatus = new StatusLightData(Color.Lime,
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_boltLightsWirePulsed ? StatusLightState.On : StatusLightState.Off, "BLTL");
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var timingStatus =
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new StatusLightData(Color.Orange, !_autoClose ? StatusLightState.Off :
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!_normalCloseSpeed ? StatusLightState.BlinkingSlow :
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StatusLightState.On,
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"TIME");
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var safetyStatus =
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new StatusLightData(Color.Red, _safety ? StatusLightState.On : StatusLightState.Off, "SAFE");
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if (_wiresComponent == null)
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{
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return;
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}
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_wiresComponent.SetStatus(AirlockWireStatus.PowerIndicator, powerLight);
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_wiresComponent.SetStatus(AirlockWireStatus.BoltIndicator, boltStatus);
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_wiresComponent.SetStatus(AirlockWireStatus.BoltLightIndicator, boltLightsStatus);
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_wiresComponent.SetStatus(AirlockWireStatus.AIControlIndicator, new StatusLightData(Color.Purple, StatusLightState.BlinkingSlow, "AICT"));
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_wiresComponent.SetStatus(AirlockWireStatus.TimingIndicator, timingStatus);
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_wiresComponent.SetStatus(AirlockWireStatus.SafetyIndicator, safetyStatus);
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/*
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_wires.SetStatus(6, powerLight);
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_wires.SetStatus(7, powerLight);
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_wires.SetStatus(8, powerLight);
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_wires.SetStatus(9, powerLight);
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_wires.SetStatus(10, powerLight);
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_wires.SetStatus(11, powerLight);*/
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}
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private void UpdatePowerCutStatus()
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{
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if (_receiverComponent == null)
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{
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return;
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}
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if (PowerWiresPulsed)
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{
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_receiverComponent.PowerDisabled = true;
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return;
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}
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if (_wiresComponent == null)
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{
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return;
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}
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_receiverComponent.PowerDisabled =
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_wiresComponent.IsWireCut(Wires.MainPower) ||
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_wiresComponent.IsWireCut(Wires.BackupPower);
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}
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private void PowerDeviceOnOnPowerStateChanged(PowerChangedMessage e)
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{
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if (_appearanceComponent != null)
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{
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_appearanceComponent.SetData(DoorVisuals.Powered, e.Powered);
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}
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// BoltLights also got out
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UpdateBoltLightStatus();
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}
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private enum Wires
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{
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/// <summary>
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/// Pulsing turns off power for <see cref="AirlockComponent.PowerWiresTimeout"/>.
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/// Cutting turns off power permanently if <see cref="BackupPower"/> is also cut.
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/// Mending restores power.
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/// </summary>
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MainPower,
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/// <see cref="MainPower"/>
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BackupPower,
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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
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/// Mending does nothing
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/// </summary>
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Bolts,
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/// <summary>
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/// Pulsing causes light to toggle
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/// Cutting causes light to go out
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/// Mending causes them to go on again
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/// </summary>
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BoltLight,
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// Placeholder for when AI is implemented
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AIControl,
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/// <summary>
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/// Pulsing causes door to close faster
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/// Cutting disables door timer, causing door to stop closing automatically
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/// Mending restores door timer
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/// </summary>
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Timing,
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/// <summary>
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/// Pulsing toggles safety
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/// Cutting disables safety
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/// Mending enables safety
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/// </summary>
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Safety,
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}
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public void RegisterWires(WiresComponent.WiresBuilder builder)
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{
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builder.CreateWire(Wires.MainPower);
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builder.CreateWire(Wires.BackupPower);
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builder.CreateWire(Wires.Bolts);
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builder.CreateWire(Wires.BoltLight);
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builder.CreateWire(Wires.Timing);
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builder.CreateWire(Wires.Safety);
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/*
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builder.CreateWire(6);
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builder.CreateWire(7);
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builder.CreateWire(8);
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builder.CreateWire(9);
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builder.CreateWire(10);
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builder.CreateWire(11);*/
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UpdateWiresStatus();
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}
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public void WiresUpdate(WiresUpdateEventArgs args)
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{
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if(_doorComponent == null)
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{
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return;
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}
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if (args.Action == Pulse)
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{
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switch (args.Identifier)
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{
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case Wires.MainPower:
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case Wires.BackupPower:
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PowerWiresPulsed = true;
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_powerWiresPulsedTimerCancel.Cancel();
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_powerWiresPulsedTimerCancel = new CancellationTokenSource();
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Owner.SpawnTimer(PowerWiresTimeout,
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() => PowerWiresPulsed = false,
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_powerWiresPulsedTimerCancel.Token);
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break;
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case Wires.Bolts:
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if (!BoltsDown)
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{
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SetBoltsWithAudio(true);
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}
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else
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{
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if (IsPowered()) // only raise again if powered
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{
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SetBoltsWithAudio(false);
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}
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}
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break;
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case Wires.BoltLight:
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// we need to change the property here to set the appearance again
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BoltLightsVisible = !_boltLightsWirePulsed;
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break;
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case Wires.Timing:
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_normalCloseSpeed = !_normalCloseSpeed;
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_doorComponent.RefreshAutoClose();
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break;
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case Wires.Safety:
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_safety = !_safety;
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break;
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}
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}
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if (args.Action == Mend)
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{
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switch (args.Identifier)
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{
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case Wires.MainPower:
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case Wires.BackupPower:
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// mending power wires instantly restores power
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_powerWiresPulsedTimerCancel?.Cancel();
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PowerWiresPulsed = false;
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break;
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case Wires.BoltLight:
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BoltLightsVisible = true;
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break;
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case Wires.Timing:
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_autoClose = true;
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_doorComponent.RefreshAutoClose();
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break;
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case Wires.Safety:
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_safety = true;
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break;
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}
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}
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if (args.Action == Cut)
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{
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switch (args.Identifier)
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{
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case Wires.Bolts:
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SetBoltsWithAudio(true);
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break;
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case Wires.BoltLight:
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BoltLightsVisible = false;
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break;
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case Wires.Timing:
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_autoClose = false;
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_doorComponent.RefreshAutoClose();
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break;
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case Wires.Safety:
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_safety = false;
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break;
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}
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}
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UpdateWiresStatus();
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UpdatePowerCutStatus();
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}
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public void SetBoltsWithAudio(bool newBolts)
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{
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if (newBolts == BoltsDown)
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{
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return;
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}
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BoltsDown = newBolts;
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EntitySystem.Get<AudioSystem>()
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.PlayFromEntity(newBolts ? "/Audio/Machines/boltsdown.ogg" : "/Audio/Machines/boltsup.ogg", Owner);
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}
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}
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}
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