Files
tbd-station-14/Content.Server/Doors/Components/FirelockComponent.cs
Vera Aguilera Puerto aa9281d667 Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 09:51:34 -05:00

102 lines
3.6 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Doors.Systems;
using Content.Shared.Doors.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Doors.Components
{
/// <summary>
/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying,
/// and not being openable on open-hand click.
/// </summary>
[RegisterComponent]
public sealed class FirelockComponent : Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
/// <summary>
/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
/// </summary>
/// <returns></returns>
[DataField("lockedPryTimeModifier")]
public float LockedPryTimeModifier = 1.5f;
public bool EmergencyPressureStop()
{
var doorSys = EntitySystem.Get<DoorSystem>();
if (_entMan.TryGetComponent<DoorComponent>(Owner, out var door) &&
door.State == DoorState.Open &&
doorSys.CanClose(Owner, door))
{
doorSys.StartClosing(Owner, door);
// Door system also sets airtight, but only after a delay. We want it to be immediate.
if (_entMan.TryGetComponent(Owner, out AirtightComponent? airtight))
{
EntitySystem.Get<AirtightSystem>().SetAirblocked(airtight, true);
}
return true;
}
return false;
}
public bool IsHoldingPressure(float threshold = 20)
{
var transform = _entMan.GetComponent<TransformComponent>(Owner);
if (transform.GridUid is not {} gridUid)
return false;
var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
var minMoles = float.MaxValue;
var maxMoles = 0f;
foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
{
var moles = adjacent.TotalMoles;
if (moles < minMoles)
minMoles = moles;
if (moles > maxMoles)
maxMoles = moles;
}
return (maxMoles - minMoles) > threshold;
}
public bool IsHoldingFire()
{
var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
var transform = _entMan.GetComponent<TransformComponent>(Owner);
var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
// No grid, no fun.
if (transform.GridUid is not {} gridUid)
return false;
if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
return false;
if (atmosphereSystem.IsHotspotActive(gridUid, position))
return true;
foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
{
if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
return true;
}
return false;
}
}
}