* 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>
123 lines
3.6 KiB
C#
123 lines
3.6 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Prying.Components;
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namespace Content.Shared.Doors.Systems;
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public abstract partial class SharedDoorSystem
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{
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public void InitializeBolts()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorBoltComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<DoorBoltComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
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SubscribeLocalEvent<DoorBoltComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
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SubscribeLocalEvent<DoorBoltComponent, BeforePryEvent>(OnDoorPry);
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SubscribeLocalEvent<DoorBoltComponent, DoorStateChangedEvent>(OnStateChanged);
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}
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private void OnDoorPry(EntityUid uid, DoorBoltComponent component, ref BeforePryEvent args)
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{
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if (args.Cancelled)
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return;
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if (!component.BoltsDown || args.Force)
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return;
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args.Message = "airlock-component-cannot-pry-is-bolted-message";
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args.Cancelled = true;
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}
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private void OnBeforeDoorOpened(EntityUid uid, DoorBoltComponent component, BeforeDoorOpenedEvent args)
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{
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if (component.BoltsDown)
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args.Cancel();
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}
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private void OnBeforeDoorClosed(EntityUid uid, DoorBoltComponent component, BeforeDoorClosedEvent args)
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{
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if (component.BoltsDown)
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args.Cancel();
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}
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private void OnBeforeDoorDenied(EntityUid uid, DoorBoltComponent component, BeforeDoorDeniedEvent args)
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{
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if (component.BoltsDown)
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args.Cancel();
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}
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public void SetBoltWireCut(Entity<DoorBoltComponent> ent, bool value)
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{
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ent.Comp.BoltWireCut = value;
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Dirty(ent, ent.Comp);
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}
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public void UpdateBoltLightStatus(Entity<DoorBoltComponent> ent)
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{
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AppearanceSystem.SetData(ent, DoorVisuals.BoltLights, GetBoltLightsVisible(ent));
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}
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public bool GetBoltLightsVisible(Entity<DoorBoltComponent> ent)
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{
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return ent.Comp.BoltLightsEnabled &&
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ent.Comp.BoltsDown &&
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ent.Comp.Powered;
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}
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public void SetBoltLightsEnabled(Entity<DoorBoltComponent> ent, bool value)
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{
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if (ent.Comp.BoltLightsEnabled == value)
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return;
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ent.Comp.BoltLightsEnabled = value;
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Dirty(ent, ent.Comp);
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UpdateBoltLightStatus(ent);
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}
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public void SetBoltsDown(Entity<DoorBoltComponent> ent, bool value, EntityUid? user = null, bool predicted = false)
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{
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TrySetBoltDown(ent, value, user, predicted);
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}
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public bool TrySetBoltDown(
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Entity<DoorBoltComponent> ent,
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bool value,
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EntityUid? user = null,
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bool predicted = false
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)
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{
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if (!_powerReceiver.IsPowered(ent.Owner))
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return false;
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if (ent.Comp.BoltsDown == value)
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return false;
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ent.Comp.BoltsDown = value;
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Dirty(ent, ent.Comp);
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UpdateBoltLightStatus(ent);
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var sound = value ? ent.Comp.BoltDownSound : ent.Comp.BoltUpSound;
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if (predicted)
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Audio.PlayPredicted(sound, ent, user: user);
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else
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Audio.PlayPvs(sound, ent);
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return true;
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}
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private void OnStateChanged(Entity<DoorBoltComponent> entity, ref DoorStateChangedEvent args)
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{
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// If the door is closed, we should look if the bolt was locked while closing
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UpdateBoltLightStatus(entity);
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}
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public bool IsBolted(EntityUid uid, DoorBoltComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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{
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return false;
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}
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return component.BoltsDown;
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}
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}
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