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