Files
tbd-station-14/Content.Shared/Doors/Components/AirlockComponent.cs
nikthechampiongr deac5a6842 Fix misprediction of emergency access (#25973)
The EmergencyAccess bool on the AirlockComponent would not get synced to the client
2024-03-11 12:50:09 +11:00

150 lines
4.8 KiB
C#

using Content.Shared.DeviceLinking;
using Content.Shared.Doors.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Doors.Components;
/// <summary>
/// Companion component to DoorComponent that handles airlock-specific behavior -- wires, requiring power to operate, bolts, and allowing automatic closing.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedAirlockSystem), Friend = AccessPermissions.ReadWriteExecute, Other = AccessPermissions.Read)]
public sealed partial class AirlockComponent : Component
{
[DataField, AutoNetworkedField]
public bool Powered;
// Need to network airlock safety state to avoid mis-predicts when a door auto-closes as the client walks through the door.
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public bool Safety = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public bool EmergencyAccess = false;
/// <summary>
/// Pry modifier for a powered airlock.
/// Most anything that can pry powered has a pry speed bonus,
/// so this default is closer to 6 effectively on e.g. jaws (9 seconds when applied to other default.)
/// </summary>
[DataField]
public float PoweredPryModifier = 9f;
/// <summary>
/// Whether the maintenance panel should be visible even if the airlock is opened.
/// </summary>
[DataField]
public bool OpenPanelVisible = false;
/// <summary>
/// Whether the airlock should stay open if the airlock was clicked.
/// If the airlock was bumped into it will still auto close.
/// </summary>
[DataField]
public bool KeepOpenIfClicked = false;
/// <summary>
/// Whether the airlock should auto close. This value is reset every time the airlock closes.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool AutoClose = true;
/// <summary>
/// Delay until an open door automatically closes.
/// </summary>
[DataField]
public TimeSpan AutoCloseDelay = TimeSpan.FromSeconds(5f);
/// <summary>
/// Multiplicative modifier for the auto-close delay. Can be modified by hacking the airlock wires. Setting to
/// zero will disable auto-closing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float AutoCloseDelayModifier = 1.0f;
/// <summary>
/// The receiver port for turning off automatic closing.
/// </summary>
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<SinkPortPrototype>))]
public string AutoClosePort = "AutoClose";
#region Graphics
/// <summary>
/// Whether the door lights should be visible.
/// </summary>
[DataField]
public bool OpenUnlitVisible = false;
/// <summary>
/// Whether the door should display emergency access lights.
/// </summary>
[DataField]
public bool EmergencyAccessLayer = true;
/// <summary>
/// Whether or not to animate the panel when the door opens or closes.
/// </summary>
[DataField]
public bool AnimatePanel = true;
/// <summary>
/// The sprite state used to animate the airlock frame when the airlock opens.
/// </summary>
[DataField]
public string OpeningSpriteState = "opening_unlit";
/// <summary>
/// The sprite state used to animate the airlock panel when the airlock opens.
/// </summary>
[DataField]
public string OpeningPanelSpriteState = "panel_opening";
/// <summary>
/// The sprite state used to animate the airlock frame when the airlock closes.
/// </summary>
[DataField]
public string ClosingSpriteState = "closing_unlit";
/// <summary>
/// The sprite state used to animate the airlock panel when the airlock closes.
/// </summary>
[DataField]
public string ClosingPanelSpriteState = "panel_closing";
/// <summary>
/// The sprite state used for the open airlock lights.
/// </summary>
[DataField]
public string OpenSpriteState = "open_unlit";
/// <summary>
/// The sprite state used for the closed airlock lights.
/// </summary>
[DataField]
public string ClosedSpriteState = "closed_unlit";
/// <summary>
/// The sprite state used for the 'access denied' lights animation.
/// </summary>
[DataField]
public string DenySpriteState = "deny_unlit";
/// <summary>
/// How long the animation played when the airlock denies access is in seconds.
/// </summary>
[DataField]
public float DenyAnimationTime = 0.3f;
/// <summary>
/// Pry modifier for a bolted airlock.
/// Currently only zombies can pry bolted airlocks.
/// </summary>
[DataField]
public float BoltedPryModifier = 3f;
#endregion Graphics
}