Files
tbd-station-14/Content.Server/Construction/Completions/AttemptElectrocute.cs
Fildrance 4bcf3c3c0e Station AI ability to electricute doors (#32012)
* 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>
2024-09-27 17:22:17 +10:00

26 lines
788 B
C#

using Content.Server.Electrocution;
using Content.Shared.Electrocution;
using Content.Shared.Construction;
namespace Content.Server.Construction.Completions;
[DataDefinition]
public sealed partial class AttemptElectrocute : IGraphAction
{
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (userUid == null)
return;
if (!entityManager.TryGetComponent<ElectrifiedComponent>(uid, out var electrified))
return;
var currentValue = electrified.Enabled;
electrified.Enabled = true;
entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value, electrified: electrified);
electrified.Enabled = currentValue;
}
}