* create devicenet frequencies * create borg transponder and give it to all nt borgs * add robotics console * actually implement battery charge display + some fix * tab * real explosion * little safer * disable destroy button clientside too when on cooldown * m * how do i do this when i review things... Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * webedit ops Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * ui updates * oracle java * do a thing * update ui when a borg times out * maybe fix test * add IsLocked to LockSystem * make destroying gib the chassis again, so emagging isnt sus * use locking * require using alt click to unlock so normal click is open ui * the * use LogType.Action * take this L * pocket lint? * sharer * pro ops * robor pushmarkup * m * update and make it not use prototype anymore * frame0 * update yaml * untroll * bad * h --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
129 lines
3.4 KiB
C#
129 lines
3.4 KiB
C#
using Content.Shared.DoAfter;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Lock;
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/// <summary>
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/// Allows locking/unlocking, with access determined by AccessReader
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(LockSystem))]
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[AutoGenerateComponentState]
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public sealed partial class LockComponent : Component
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{
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/// <summary>
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/// Whether or not the lock is locked.
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/// </summary>
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[DataField("locked"), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public bool Locked = true;
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/// <summary>
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/// Whether or not the lock is locked by simply clicking.
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/// </summary>
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[DataField("lockOnClick"), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public bool LockOnClick;
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/// <summary>
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/// Whether or not the lock is unlocked by simply clicking.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool UnlockOnClick = true;
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/// <summary>
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/// The sound played when unlocked.
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/// </summary>
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[DataField("unlockingSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier UnlockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_off.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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/// <summary>
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/// The sound played when locked.
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/// </summary>
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[DataField("lockingSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier LockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_on.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f)
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};
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/// <summary>
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/// Whether or not an emag disables it.
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/// </summary>
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[DataField("breakOnEmag")]
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[AutoNetworkedField]
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public bool BreakOnEmag = true;
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/// <summary>
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/// Amount of do-after time needed to lock the entity.
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/// </summary>
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/// <remarks>
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/// If set to zero, no do-after will be used.
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/// </remarks>
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[DataField]
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[AutoNetworkedField]
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public TimeSpan LockTime;
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/// <summary>
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/// Amount of do-after time needed to unlock the entity.
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/// </summary>
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/// <remarks>
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/// If set to zero, no do-after will be used.
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/// </remarks>
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[DataField]
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[AutoNetworkedField]
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public TimeSpan UnlockTime;
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}
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/// <summary>
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/// Event raised on the lock when a toggle is attempted.
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/// Can be cancelled to prevent it.
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/// </summary>
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[ByRefEvent]
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public record struct LockToggleAttemptEvent(EntityUid User, bool Silent = false, bool Cancelled = false);
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/// <summary>
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/// Event raised on a lock after it has been toggled.
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/// </summary>
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[ByRefEvent]
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public readonly record struct LockToggledEvent(bool Locked);
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/// <summary>
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/// Used to lock a lockable entity that has a lock time configured.
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/// </summary>
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/// <seealso cref="LockComponent"/>
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/// <seealso cref="LockSystem"/>
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[Serializable, NetSerializable]
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public sealed partial class LockDoAfter : DoAfterEvent
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{
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public override DoAfterEvent Clone()
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{
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return this;
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}
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}
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/// <summary>
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/// Used to unlock a lockable entity that has an unlock time configured.
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/// </summary>
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/// <seealso cref="LockComponent"/>
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/// <seealso cref="LockSystem"/>
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[Serializable, NetSerializable]
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public sealed partial class UnlockDoAfter : DoAfterEvent
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{
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public override DoAfterEvent Clone()
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{
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return this;
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}
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}
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[NetSerializable]
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[Serializable]
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public enum LockVisuals : byte
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{
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Locked
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}
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