Files
tbd-station-14/Content.Server/Tools/Systems/WeldableSystem.cs
chromiumboy 636819f4e3 Hacking protections for airlocks (#18894)
* Adds the ability to better protect to the internal wiring of airlocks
- Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place
- To access the wiring, the plating must be cut with a welder and then pried out with a crowbar

* Code revisions
- Cleaned up the code
- Cutting the security grille can now shock you
- Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate)
- Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille)

* Code revision
- Accounted for a potentially null string

* Update Content.Server/Construction/Completions/AttemptElectrocute.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update ChangeWiresPanelSecurityLevel.cs

Adjusted scope

* Update Content.Shared/Wires/SharedWiresSystem.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update Content.Shared/Wires/SharedWiresSystem.cs

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>

* Update ChangeWiresPanelSecurityLevel.cs

Removed get / setter and added [ValidatePrototypeId] attribute

* Update ChangeWiresPanelSecurityLevel.cs

Set security level to "Level0" as the default

* Update airlock.yml

Removed 'super max' level of security

* Update WiresPanelSecurityLevelPrototype.cs

* Update WiresSystem.cs

Added check for WiresAccessible to OnInteractUsing

* Update AttemptElectrocute.cs

File scoped namespace

* Update ChangeWiresPanelSecurityLevel.cs

File scoped namespace

* Update AirlockSystem.cs

File scoped namespace

* Update SharedWiresSystem.cs

Removed boiler plate 'OnGetState' and 'OnHandleState'

* Update WiresPanelComponent.cs

Implemented AutoGenerateComponentState

* Removed unnecessary usage references

* use TryCloseAll when wires not accessible

* minor changes to AttemmptElectrocute

* lets try all 7 levels

* fix indent in airlock graph

* fix indent 2

---------

Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-08-10 11:33:03 +03:00

190 lines
6.4 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Construction;
using Content.Server.Tools.Components;
using Content.Server.Wires;
using Content.Shared.Construction.Steps;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Content.Shared.Tools.Systems;
using Content.Shared.Wires;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using System.Linq;
namespace Content.Server.Tools.Systems;
public sealed class WeldableSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ConstructionSystem _construction = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WeldableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<WeldableComponent, WeldFinishedEvent>(OnWeldFinished);
SubscribeLocalEvent<LayerChangeOnWeldComponent, WeldableChangedEvent>(OnWeldChanged);
SubscribeLocalEvent<WeldableComponent, ExaminedEvent>(OnExamine);
}
private void OnExamine(EntityUid uid, WeldableComponent component, ExaminedEvent args)
{
if (component.IsWelded && component.WeldedExamineMessage != null)
args.PushText(Loc.GetString(component.WeldedExamineMessage));
}
private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args)
{
// If any construction graph edges has its conditions meet and requires welding, then this construction takes priority
if (_construction.GetCurrentNode(uid)?.Edges.Any(x => _construction.CheckConditions(uid, x.Conditions)
&& x.Steps.Any(y => (y as ToolConstructionGraphStep)?.Tool == "Welding")) == true)
{
args.Handled = false;
return;
}
if (args.Handled)
return;
args.Handled = TryWeld(uid, args.Used, args.User, component);
}
private bool CanWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
// Basic checks
if (!component.Weldable)
return false;
// Other component systems
var attempt = new WeldableAttemptEvent(user, tool);
RaiseLocalEvent(uid, attempt, true);
if (attempt.Cancelled)
return false;
return true;
}
private bool TryWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!CanWeld(uid, tool, user, component))
return false;
if (!_toolSystem.UseTool(tool, user, uid, component.WeldingTime.Seconds, component.WeldingQuality, new WeldFinishedEvent()))
return false;
// Log attempt
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):user} is {(component.IsWelded ? "un" : "")}welding {ToPrettyString(uid):target} at {Transform(uid).Coordinates:targetlocation}");
return true;
}
private void OnWeldFinished(EntityUid uid, WeldableComponent component, WeldFinishedEvent args)
{
if (args.Cancelled || args.Used == null)
return;
// Check if target is still valid
if (!CanWeld(uid, args.Used.Value, args.User, component))
return;
component.IsWelded = !component.IsWelded;
RaiseLocalEvent(uid, new WeldableChangedEvent(component.IsWelded), true);
UpdateAppearance(uid, component);
// Log success
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(args.User):user} {(!component.IsWelded ? "un" : "")}welded {ToPrettyString(uid):target}");
}
private void OnWeldChanged(EntityUid uid, LayerChangeOnWeldComponent component, WeldableChangedEvent args)
{
if (!TryComp<FixturesComponent>(uid, out var fixtures))
return;
foreach (var fixture in fixtures.Fixtures.Values)
{
switch (args.IsWelded)
{
case true when fixture.CollisionLayer == (int) component.UnWeldedLayer:
_physics.SetCollisionLayer(uid, fixture, (int) component.WeldedLayer);
break;
case false when fixture.CollisionLayer == (int) component.WeldedLayer:
_physics.SetCollisionLayer(uid, fixture, (int) component.UnWeldedLayer);
break;
}
}
}
private void UpdateAppearance(EntityUid uid, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!TryComp(uid, out AppearanceComponent? appearance))
return;
_appearance.SetData(uid, WeldableVisuals.IsWelded, component.IsWelded, appearance);
}
public void ForceWeldedState(EntityUid uid, bool state, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.IsWelded = state;
RaiseLocalEvent(uid, new WeldableChangedEvent(component.IsWelded));
UpdateAppearance(uid, component);
}
public void SetWeldingTime(EntityUid uid, TimeSpan time, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.WeldingTime = time;
}
}
/// <summary>
/// Checks that entity can be weld/unweld.
/// Raised twice: before do_after and after to check that entity still valid.
/// </summary>
public sealed class WeldableAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Tool;
public WeldableAttemptEvent(EntityUid user, EntityUid tool)
{
User = user;
Tool = tool;
}
}
/// <summary>
/// Raised when <see cref="WeldableComponent.IsWelded"/> has changed.
/// </summary>
public sealed class WeldableChangedEvent : EntityEventArgs
{
public readonly bool IsWelded;
public WeldableChangedEvent(bool isWelded)
{
IsWelded = isWelded;
}
}