* Change prying system and pryunpoweredcomp to allow for custom time modifiers This will be useful if I go the route of making firelocks pryable when unpowered instead of just being able to open and close instantly when unpowered. * Make firelocks properly predicted Shared system made. Since atmos checks can only be done on the server we just have it set relevant bools on the component and then dirty it. Ditched atmos checks on trying to open, they now only happen whenever firelocks are updated. * Make firelocks pryable without a crowbar While this usually would only allow you to do this when a door is unpowered, firelocks do not have the airlock component which actually does that check. As such firelocks will always allow you to pry them open/closed by hand. * Clean up System. Change update interval to be based on ticks. Move as much as possible to shared * Make firelocks unable to emergency close for 2 seconds after being pried open * Clean up * More cleanup * Reorganize SharedFirelockSystem methods to match Initialize order --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Doors;
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public sealed class FirelockSystem : SharedFirelockSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FirelockComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, FirelockComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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var boltedVisible = false;
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var unlitVisible = false;
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if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
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state = DoorState.Closed;
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if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.Powered, out var powered, args.Component) && powered)
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{
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boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component) && lights;
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unlitVisible =
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state == DoorState.Closing
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|| state == DoorState.Opening
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|| state == DoorState.Denying
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|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights);
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}
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && !boltedVisible);
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
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}
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}
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