* Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
108 lines
3.4 KiB
C#
108 lines
3.4 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Doors;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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[ComponentReference(typeof(ServerDoorComponent))]
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public class FirelockComponent : ServerDoorComponent, IInteractUsing, ICollideBehavior
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{
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public override string Name => "Firelock";
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protected override TimeSpan CloseTimeOne => TimeSpan.FromSeconds(0.1f);
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protected override TimeSpan CloseTimeTwo => TimeSpan.FromSeconds(0.6f);
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protected override TimeSpan OpenTimeOne => TimeSpan.FromSeconds(0.1f);
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protected override TimeSpan OpenTimeTwo => TimeSpan.FromSeconds(0.6f);
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public void CollideWith(IEntity collidedWith)
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{
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// We do nothing.
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}
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protected override void Startup()
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{
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base.Startup();
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if (Owner.TryGetComponent(out AirtightComponent airtightComponent))
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{
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airtightComponent.AirBlocked = false;
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}
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if (Owner.TryGetComponent(out IPhysicsComponent physics))
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{
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physics.CanCollide = false;
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}
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AutoClose = false;
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Safety = false;
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}
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public bool EmergencyPressureStop()
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{
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var closed = State == DoorState.Open && Close();
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if(closed)
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Owner.GetComponent<AirtightComponent>().AirBlocked = true;
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return closed;
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}
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public override bool CanOpen()
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{
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return !IsHoldingFire() && !IsHoldingPressure() && base.CanOpen();
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}
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public override bool CanClose(IEntity user) => true;
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public override bool CanOpen(IEntity user) => CanOpen();
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public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (await base.InteractUsing(eventArgs))
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return false;
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if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
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return false;
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if (tool.HasQuality(ToolQuality.Prying) && !IsWeldedShut)
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{
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var holdingPressure = IsHoldingPressure();
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var holdingFire = IsHoldingFire();
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if (State == DoorState.Closed)
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{
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if (holdingPressure)
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Owner.PopupMessage(eventArgs.User, "A gush of air blows in your face... Maybe you should reconsider.");
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}
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if (IsWeldedShut || !await tool.UseTool(eventArgs.User, Owner, holdingPressure || holdingFire ? 1.5f : 0.25f, ToolQuality.Prying)) return false;
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if (State == DoorState.Closed)
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{
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Open();
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}
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else if (State == DoorState.Open)
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{
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Close();
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}
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return true;
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}
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return false;
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}
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}
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}
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