Files
tbd-station-14/Content.Shared/Doors/Components/AirlockComponent.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

163 lines
5.3 KiB
C#

using Content.Shared.DeviceLinking;
using Content.Shared.Doors.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Doors.Components;
/// <summary>
/// Companion component to DoorComponent that handles airlock-specific behavior -- wires, requiring power to operate, bolts, and allowing automatic closing.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedAirlockSystem), Friend = AccessPermissions.ReadWriteExecute, Other = AccessPermissions.Read)]
public sealed partial class AirlockComponent : Component
{
[DataField, AutoNetworkedField]
public bool Powered;
// Need to network airlock safety state to avoid mis-predicts when a door auto-closes as the client walks through the door.
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public bool Safety = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public bool EmergencyAccess = false;
/// <summary>
/// Sound to play when the airlock emergency access is turned on.
/// </summary>
[DataField]
public SoundSpecifier EmergencyOnSound = new SoundPathSpecifier("/Audio/Machines/airlock_emergencyon.ogg");
/// <summary>
/// Sound to play when the airlock emergency access is turned off.
/// </summary>
[DataField]
public SoundSpecifier EmergencyOffSound = new SoundPathSpecifier("/Audio/Machines/airlock_emergencyoff.ogg");
/// <summary>
/// Pry modifier for a powered airlock.
/// Most anything that can pry powered has a pry speed bonus,
/// so this default is closer to 6 effectively on e.g. jaws (9 seconds when applied to other default.)
/// </summary>
[DataField]
public float PoweredPryModifier = 9f;
/// <summary>
/// Whether the maintenance panel should be visible even if the airlock is opened.
/// </summary>
[DataField]
public bool OpenPanelVisible = false;
/// <summary>
/// Whether the airlock should stay open if the airlock was clicked.
/// If the airlock was bumped into it will still auto close.
/// </summary>
[DataField]
public bool KeepOpenIfClicked = false;
/// <summary>
/// Whether the airlock should auto close. This value is reset every time the airlock closes.
/// </summary>
[DataField, AutoNetworkedField]
public bool AutoClose = true;
/// <summary>
/// Delay until an open door automatically closes.
/// </summary>
[DataField]
public TimeSpan AutoCloseDelay = TimeSpan.FromSeconds(5f);
/// <summary>
/// Multiplicative modifier for the auto-close delay. Can be modified by hacking the airlock wires. Setting to
/// zero will disable auto-closing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float AutoCloseDelayModifier = 1.0f;
/// <summary>
/// The receiver port for turning off automatic closing.
/// </summary>
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<SinkPortPrototype>))]
public string AutoClosePort = "AutoClose";
#region Graphics
/// <summary>
/// Whether the door lights should be visible.
/// </summary>
[DataField]
public bool OpenUnlitVisible = false;
/// <summary>
/// Whether the door should display emergency access lights.
/// </summary>
[DataField]
public bool EmergencyAccessLayer = true;
/// <summary>
/// Whether or not to animate the panel when the door opens or closes.
/// </summary>
[DataField]
public bool AnimatePanel = true;
/// <summary>
/// The sprite state used to animate the airlock frame when the airlock opens.
/// </summary>
[DataField]
public string OpeningSpriteState = "opening_unlit";
/// <summary>
/// The sprite state used to animate the airlock panel when the airlock opens.
/// </summary>
[DataField]
public string OpeningPanelSpriteState = "panel_opening";
/// <summary>
/// The sprite state used to animate the airlock frame when the airlock closes.
/// </summary>
[DataField]
public string ClosingSpriteState = "closing_unlit";
/// <summary>
/// The sprite state used to animate the airlock panel when the airlock closes.
/// </summary>
[DataField]
public string ClosingPanelSpriteState = "panel_closing";
/// <summary>
/// The sprite state used for the open airlock lights.
/// </summary>
[DataField]
public string OpenSpriteState = "open_unlit";
/// <summary>
/// The sprite state used for the closed airlock lights.
/// </summary>
[DataField]
public string ClosedSpriteState = "closed_unlit";
/// <summary>
/// The sprite state used for the 'access denied' lights animation.
/// </summary>
[DataField]
public string DenySpriteState = "deny_unlit";
/// <summary>
/// How long the animation played when the airlock denies access is in seconds.
/// </summary>
[DataField]
public float DenyAnimationTime = 0.3f;
/// <summary>
/// Pry modifier for a bolted airlock.
/// Currently only zombies can pry bolted airlocks.
/// </summary>
[DataField]
public float BoltedPryModifier = 3f;
#endregion Graphics
}