* Add temperature and pressure lights to firelocks * Replace sprites with new pressure and temperature light versions * Remove obsolete deny and locked sprites * Add SpriteSync for warning light animation synchronization * Teal lights * Partial animation implementation * fixup! Teal lights * Temperature lights * Adjusted firelock light heights and added final warning light sprites * Fix colors * Testing colors * Update light sprites * updated sprites --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
135 lines
4.7 KiB
C#
135 lines
4.7 KiB
C#
using Content.Shared.Guidebook;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Doors.Components
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{
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/// <summary>
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/// Companion component to <see cref="DoorComponent"/> that handles firelock-specific behavior, including
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/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
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/// retaining pressure..
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FirelockComponent : Component
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{
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#region Settings
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/// <summary>
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/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
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/// </summary>
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/// <returns></returns>
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[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
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public float LockedPryTimeModifier = 1.5f;
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/// <summary>
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/// Maximum pressure difference before the firelock will refuse to open, in kPa.
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/// </summary>
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[DataField("pressureThreshold"), ViewVariables(VVAccess.ReadWrite)]
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[GuidebookData]
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public float PressureThreshold = 20;
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/// <summary>
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/// Maximum temperature difference before the firelock will refuse to open, in k.
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/// </summary>
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[DataField("temperatureThreshold"), ViewVariables(VVAccess.ReadWrite)]
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[GuidebookData]
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public float TemperatureThreshold = 330;
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// this used to check for hot-spots, but because accessing that data is a a mess this now just checks
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// temperature. This does mean a cold room will trigger hot-air pop-ups
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/// <summary>
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/// If true, and if this door has an <see cref="AtmosAlarmableComponent"/>, then it will only auto-close if the
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/// alarm is set to danger.
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/// </summary>
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[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
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public bool AlarmAutoClose = true;
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/// <summary>
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/// The cooldown duration before a firelock can automatically close due to a hazardous environment after it has
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/// been pried open. Measured in seconds.
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/// </summary>
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[DataField]
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public TimeSpan EmergencyCloseCooldownDuration = TimeSpan.FromSeconds(2);
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#endregion
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#region Set by system
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/// <summary>
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/// When the firelock will be allowed to automatically close again due to a hazardous environment.
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/// </summary>
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[DataField]
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public TimeSpan? EmergencyCloseCooldown;
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/// <summary>
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/// Whether the firelock can open, or is locked due to its environment.
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/// </summary>
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public bool IsLocked => Pressure || Temperature;
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/// <summary>
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/// Whether the firelock is holding back a hazardous pressure.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Pressure;
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/// <summary>
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/// Whether the firelock is holding back extreme temperatures.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Temperature;
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/// <summary>
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/// Whether the airlock is powered.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Powered;
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#endregion
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#region Client animation
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/// <summary>
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/// The sprite state used to animate the airlock frame when the airlock opens.
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/// </summary>
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[DataField]
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public string OpeningLightSpriteState = "opening_unlit";
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/// <summary>
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/// The sprite state used to animate the airlock frame when the airlock closes.
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/// </summary>
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[DataField]
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public string ClosingLightSpriteState = "closing_unlit";
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/// <summary>
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/// The sprite state used to animate the airlock panel when the airlock opens.
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/// </summary>
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[DataField]
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public string OpeningPanelSpriteState = "panel_opening";
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/// <summary>
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/// The sprite state used to animate the airlock panel when the airlock closes.
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/// </summary>
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[DataField]
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public string ClosingPanelSpriteState = "panel_closing";
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/// <summary>
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/// The sprite state used for the open airlock lights.
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/// </summary>
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[DataField]
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public string OpenLightSpriteState = "open_unlit";
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/// <summary>
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/// The sprite state used for the closed airlock lights.
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/// </summary>
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[DataField]
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public string WarningLightSpriteState = "closed_unlit";
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/// <summary>
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/// The sprite state used for the 'access denied' lights animation.
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/// </summary>
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[DataField]
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public string DenySpriteState = "deny_unlit";
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#endregion
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}
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}
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