Files
tbd-station-14/Content.Server/Atmos/Components/FirelockComponent.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

118 lines
3.8 KiB
C#

#nullable enable
using Content.Server.Atmos.EntitySystems;
using Content.Server.Doors;
using Content.Server.Doors.Components;
using Content.Shared.Doors;
using Content.Shared.Interaction;
using Content.Shared.Notification.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.Atmos.Components
{
/// <summary>
/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying, and not being openable on open-hand click.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDoorCheck))]
public class FirelockComponent : Component, IDoorCheck
{
public override string Name => "Firelock";
[ComponentDependency]
private readonly ServerDoorComponent? _doorComponent = null;
public bool EmergencyPressureStop()
{
if (_doorComponent != null && _doorComponent.State == SharedDoorComponent.DoorState.Open && _doorComponent.CanCloseGeneric())
{
_doorComponent.Close();
if (Owner.TryGetComponent(out AirtightComponent? airtight))
{
airtight.AirBlocked = true;
}
return true;
}
return false;
}
bool IDoorCheck.OpenCheck()
{
return !IsHoldingFire() && !IsHoldingPressure();
}
bool IDoorCheck.DenyCheck() => false;
float? IDoorCheck.GetPryTime()
{
if (IsHoldingFire() || IsHoldingPressure())
{
return 1.5f;
}
return null;
}
bool IDoorCheck.BlockActivate(ActivateEventArgs eventArgs) => true;
void IDoorCheck.OnStartPry(InteractUsingEventArgs eventArgs)
{
if (_doorComponent == null || _doorComponent.State != SharedDoorComponent.DoorState.Closed)
{
return;
}
if (IsHoldingPressure())
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of air blows in your face... Maybe you should reconsider."));
}
else if (IsHoldingFire())
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of warm air blows in your face... Maybe you should reconsider."));
}
}
public bool IsHoldingPressure(float threshold = 20)
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
var minMoles = float.MaxValue;
var maxMoles = 0f;
foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(Owner.Transform.Coordinates))
{
// includeAirBlocked remains false, and therefore Air must be present
var moles = adjacent.Air!.TotalMoles;
if (moles < minMoles)
minMoles = moles;
if (moles > maxMoles)
maxMoles = moles;
}
return (maxMoles - minMoles) > threshold;
}
public bool IsHoldingFire()
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
if (!Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos))
return false;
if (tileAtmos.Hotspot.Valid)
return true;
var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
{
if (adjacent.Hotspot.Valid)
return true;
}
return false;
}
}
}