Files
tbd-station-14/Content.Shared/Doors/Components/FirelockComponent.cs
ShadowCommander 1bfa303f36 Firelock temperature and pressure warning lights (#28339)
* 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>
2025-04-21 18:39:28 -04:00

135 lines
4.7 KiB
C#

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