Files
tbd-station-14/Content.Server/GameObjects/Components/Doors/AirlockComponent.cs

202 lines
6.1 KiB
C#

using System;
using System.Threading;
using Content.Server.GameObjects.Components.Interactable.Tools;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using static Content.Shared.GameObjects.Components.SharedWiresComponent.WiresAction;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Doors
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(ServerDoorComponent))]
public class AirlockComponent : ServerDoorComponent, IWires, IAttackBy
{
public override string Name => "Airlock";
#pragma warning disable 649
[Dependency] private readonly ILocalizationManager _localizationMgr;
#pragma warning restore 649
/// <summary>
/// Duration for which power will be disabled after pulsing either power wire.
/// </summary>
private static readonly TimeSpan PowerWiresTimeout = TimeSpan.FromSeconds(5.0);
private PowerDeviceComponent _powerDevice;
private WiresComponent _wires;
private CancellationTokenSource _powerWiresPulsedTimerCancel;
private bool _powerWiresPulsed;
/// <summary>
/// True if either power wire was pulsed in the last <see cref="PowerWiresTimeout"/>.
/// </summary>
private bool PowerWiresPulsed
{
get => _powerWiresPulsed;
set
{
_powerWiresPulsed = value;
UpdateWiresStatus();
}
}
private void UpdateWiresStatus()
{
var powerMessage = "A yellow light is on.";
if (_powerWiresPulsed)
{
powerMessage = "A yellow light is blinking rapidly.";
} else if (_wires.IsWireCut(Wires.MainPower) &&
_wires.IsWireCut(Wires.BackupPower))
{
powerMessage = "A red light is on.";
}
_wires.SetStatus(WiresStatus.PowerIndicator, _localizationMgr.GetString(powerMessage));
}
protected override DoorState State
{
set
{
base.State = value;
// Only show the maintenance panel if the airlock is closed
_wires.IsPanelVisible = value == DoorState.Closed;
}
}
public override void Initialize()
{
base.Initialize();
_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
_wires = Owner.GetComponent<WiresComponent>();
}
protected override void ActivateImpl(ActivateEventArgs args)
{
if (_wires.IsPanelOpen)
{
if (args.User.TryGetComponent(out IActorComponent actor))
{
_wires.OpenInterface(actor.playerSession);
}
}
else
{
base.ActivateImpl(args);
}
}
private enum Wires
{
/// <summary>
/// Pulsing turns off power for <see cref="AirlockComponent.PowerWiresTimeout"/>.
/// Cutting turns off power permanently if <see cref="BackupPower"/> is also cut.
/// Mending restores power.
/// </summary>
MainPower,
/// <see cref="MainPower"/>
BackupPower,
}
private enum WiresStatus
{
PowerIndicator,
}
public void RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(Wires.MainPower);
builder.CreateWire(Wires.BackupPower);
UpdateWiresStatus();
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
if (args.Action == Pulse)
{
switch (args.Identifier)
{
case Wires.MainPower:
case Wires.BackupPower:
PowerWiresPulsed = true;
_powerWiresPulsedTimerCancel?.Cancel();
_powerWiresPulsedTimerCancel = new CancellationTokenSource();
Timer.Spawn(PowerWiresTimeout,
() => PowerWiresPulsed = false,
_powerWiresPulsedTimerCancel.Token);
break;
}
}
if (args.Action == Mend)
{
switch (args.Identifier)
{
case Wires.MainPower:
case Wires.BackupPower:
// mending power wires instantly restores power
_powerWiresPulsedTimerCancel?.Cancel();
PowerWiresPulsed = false;
break;
}
}
UpdateWiresStatus();
}
public override bool CanOpen()
{
return IsPowered();
}
public override void Deny()
{
if (!IsPowered())
{
return;
}
base.Deny();
}
private bool IsPowered()
{
if (PowerWiresPulsed)
{
return false;
}
if (_wires.IsWireCut(Wires.MainPower) &&
_wires.IsWireCut(Wires.BackupPower))
{
return false;
}
return _powerDevice.Powered;
}
public bool AttackBy(AttackByEventArgs eventArgs)
{
if (eventArgs.AttackWith.HasComponent<CrowbarComponent>() && !IsPowered())
{
if (State == DoorState.Closed)
{
Open();
}
else if(State == DoorState.Open)
{
Close();
}
return true;
}
return false;
}
}
}