Files
wwdpublic/Content.Server/Doors/Systems/FirelockSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

350 lines
14 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Monitor.Systems;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Remotes;
using Content.Server.Shuttles.Components;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Popups;
using Microsoft.Extensions.Options;
using Robust.Server.GameObjects;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Content.Shared.Prying.Components;
namespace Content.Server.Doors.Systems
{
public sealed class FirelockSystem : EntitySystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
private static float _visualUpdateInterval = 0.5f;
private float _accumulatedFrameTime;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
SubscribeLocalEvent<FirelockComponent, DoorStateChangedEvent>(OnUpdateState);
SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
SubscribeLocalEvent<FirelockComponent, AtmosAlarmEvent>(OnAtmosAlarm);
// Visuals
SubscribeLocalEvent<FirelockComponent, MapInitEvent>(UpdateVisuals);
SubscribeLocalEvent<FirelockComponent, ComponentStartup>(UpdateVisuals);
SubscribeLocalEvent<FirelockComponent, PowerChangedEvent>(PowerChanged);
}
private void PowerChanged(EntityUid uid, FirelockComponent component, ref PowerChangedEvent args)
{
// TODO this should REALLLLY not be door specific appearance thing.
_appearance.SetData(uid, DoorVisuals.Powered, args.Powered);
}
#region Visuals
private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid, component);
public override void Update(float frameTime)
{
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime < _visualUpdateInterval)
return;
_accumulatedFrameTime -= _visualUpdateInterval;
var airtightQuery = GetEntityQuery<AirtightComponent>();
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (firelock, door) in EntityQuery<FirelockComponent, DoorComponent>())
{
// only bother to check pressure on doors that are some variation of closed.
if (door.State != DoorState.Closed
&& door.State != DoorState.Welded
&& door.State != DoorState.Denying)
{
continue;
}
var uid = door.Owner;
if (airtightQuery.TryGetComponent(uid, out var airtight)
&& xformQuery.TryGetComponent(uid, out var xform)
&& appearanceQuery.TryGetComponent(uid, out var appearance))
{
var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, airtightQuery);
_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
}
}
}
private void UpdateVisuals(EntityUid uid,
FirelockComponent? firelock = null,
DoorComponent? door = null,
AirtightComponent? airtight = null,
AppearanceComponent? appearance = null,
TransformComponent? xform = null)
{
if (!Resolve(uid, ref door, ref appearance, false))
return;
// only bother to check pressure on doors that are some variation of closed.
if (door.State != DoorState.Closed
&& door.State != DoorState.Welded
&& door.State != DoorState.Denying)
{
_appearance.SetData(uid, DoorVisuals.ClosedLights, false, appearance);
return;
}
var query = GetEntityQuery<AirtightComponent>();
if (!Resolve(uid, ref firelock, ref airtight, ref appearance, ref xform, false) || !query.Resolve(uid, ref airtight, false))
return;
var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, query);
_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
}
#endregion
public bool EmergencyPressureStop(EntityUid uid, FirelockComponent? firelock = null, DoorComponent? door = null)
{
if (!Resolve(uid, ref firelock, ref door))
return false;
if (door.State == DoorState.Open)
{
if (_doorSystem.TryClose(door.Owner, door))
{
return _doorSystem.OnPartialClose(door.Owner, door);
}
}
return false;
}
private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
{
// Give the Door remote the ability to force a firelock open even if it is holding back dangerous gas
var overrideAccess = (args.User != null) && _accessReaderSystem.IsAllowed(args.User.Value, uid);
if (!this.IsPowered(uid, EntityManager) || (!overrideAccess && IsHoldingPressureOrFire(uid, component)))
args.Cancel();
}
private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, ref GetPryTimeModifierEvent args)
{
var state = CheckPressureAndFire(uid, component);
if (state.Fire)
{
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-fire-message"),
uid, args.User, PopupType.MediumCaution);
}
else if (state.Pressure)
{
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-pressure-message"),
uid, args.User, PopupType.MediumCaution);
}
if (state.Fire || state.Pressure)
args.PryTimeModifier *= component.LockedPryTimeModifier;
}
private void OnUpdateState(EntityUid uid, FirelockComponent component, DoorStateChangedEvent args)
{
var ev = new BeforeDoorAutoCloseEvent();
RaiseLocalEvent(uid, ev);
UpdateVisuals(uid, component, args);
if (ev.Cancelled)
{
return;
}
_doorSystem.SetNextStateChange(uid, component.AutocloseDelay);
}
private void OnBeforeDoorAutoclose(EntityUid uid, FirelockComponent component, BeforeDoorAutoCloseEvent args)
{
if (!this.IsPowered(uid, EntityManager))
args.Cancel();
// Make firelocks autoclose, but only if the last alarm type it
// remembers was a danger. This is to prevent people from
// flooding hallways with endless bad air/fire.
if (component.AlarmAutoClose &&
(_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null))
args.Cancel();
}
private void OnAtmosAlarm(EntityUid uid, FirelockComponent component, AtmosAlarmEvent args)
{
if (!this.IsPowered(uid, EntityManager))
return;
if (!TryComp<DoorComponent>(uid, out var doorComponent))
return;
if (args.AlarmType == AtmosAlarmType.Normal || args.AlarmType == AtmosAlarmType.Warning)
{
if (doorComponent.State == DoorState.Closed)
_doorSystem.TryOpen(uid);
}
else if (args.AlarmType == AtmosAlarmType.Danger)
{
EmergencyPressureStop(uid, component, doorComponent);
}
}
public bool IsHoldingPressureOrFire(EntityUid uid, FirelockComponent firelock)
{
var result = CheckPressureAndFire(uid, firelock);
return result.Pressure || result.Fire;
}
public (bool Pressure, bool Fire) CheckPressureAndFire(EntityUid uid, FirelockComponent firelock)
{
var query = GetEntityQuery<AirtightComponent>();
if (query.TryGetComponent(uid, out AirtightComponent? airtight))
return CheckPressureAndFire(uid, firelock, Transform(uid), airtight, query);
return (false, false);
}
public (bool Pressure, bool Fire) CheckPressureAndFire(
EntityUid uid,
FirelockComponent firelock,
TransformComponent xform,
AirtightComponent airtight,
EntityQuery<AirtightComponent> airtightQuery)
{
if (!airtight.AirBlocked)
return (false, false);
if (TryComp(uid, out DockingComponent? dock) && dock.Docked)
{
// Currently docking automatically opens the doors. But maybe in future, check the pressure difference before opening doors?
return (false, false);
}
if (!TryComp(xform.ParentUid, out GridAtmosphereComponent? gridAtmosphere))
return (false, false);
var grid = Comp<MapGridComponent>(xform.ParentUid);
var pos = grid.CoordinatesToTile(xform.Coordinates);
var minPressure = float.MaxValue;
var maxPressure = float.MinValue;
var minTemperature = float.MaxValue;
var maxTemperature = float.MinValue;
bool holdingFire = false;
bool holdingPressure = false;
// We cannot simply use `_atmosSystem.GetAdjacentTileMixtures` because of how the `includeBlocked` option
// works, we want to ignore the firelock's blocking, while including blockers on other tiles.
// GetAdjacentTileMixtures also ignores empty/non-existent tiles, which we don't want. Additionally, for
// edge-fire locks, we only want to enumerate over a single directions. So AFAIK there is no nice way of
// achieving all this using existing atmos functions, and the functionality is too specialized to bother
// adding new public atmos system functions.
List<Vector2i> tiles = new(4);
List<AtmosDirection> directions = new(4);
for (var i = 0; i < Atmospherics.Directions; i++)
{
var dir = (AtmosDirection)(1 << i);
if (airtight.AirBlockedDirection.HasFlag(dir))
{
directions.Add(dir);
tiles.Add(pos.Offset(dir));
}
}
// May also have to consider pressure on the same tile as the firelock.
var count = tiles.Count;
if (airtight.AirBlockedDirection != AtmosDirection.All)
tiles.Add(pos);
var gasses = _atmosSystem.GetTileMixtures(gridAtmosphere.Owner, xform.MapUid, tiles);
if (gasses == null)
return (false, false);
for (var i = 0; i < count; i++)
{
var gas = gasses[i];
var dir = directions[i];
var adjacentPos = tiles[i];
if (gas != null)
{
// Is there some airtight entity blocking this direction? If yes, don't include this direction in the
// pressure differential
if (HasAirtightBlocker(grid.GetAnchoredEntities(adjacentPos), dir.GetOpposite(), airtightQuery))
continue;
var p = gas.Pressure;
minPressure = Math.Min(minPressure, p);
maxPressure = Math.Max(maxPressure, p);
minTemperature = Math.Min(minTemperature, gas.Temperature);
maxTemperature = Math.Max(maxTemperature, gas.Temperature);
}
holdingPressure |= maxPressure - minPressure > firelock.PressureThreshold;
holdingFire |= maxTemperature - minTemperature > firelock.TemperatureThreshold;
if (holdingPressure && holdingFire)
return (holdingPressure, holdingFire);
}
if (airtight.AirBlockedDirection == AtmosDirection.All)
return (holdingPressure, holdingFire);
var local = gasses[count];
if (local != null)
{
var p = local.Pressure;
minPressure = Math.Min(minPressure, p);
maxPressure = Math.Max(maxPressure, p);
minTemperature = Math.Min(minTemperature, local.Temperature);
maxTemperature = Math.Max(maxTemperature, local.Temperature);
}
else
{
minPressure = Math.Min(minPressure, 0);
maxPressure = Math.Max(maxPressure, 0);
minTemperature = Math.Min(minTemperature, 0);
maxTemperature = Math.Max(maxTemperature, 0);
}
holdingPressure |= maxPressure - minPressure > firelock.PressureThreshold;
holdingFire |= maxTemperature - minTemperature > firelock.TemperatureThreshold;
return (holdingPressure, holdingFire);
}
private bool HasAirtightBlocker(IEnumerable<EntityUid> enumerable, AtmosDirection dir, EntityQuery<AirtightComponent> airtightQuery)
{
foreach (var ent in enumerable)
{
if (!airtightQuery.TryGetComponent(ent, out var airtight) || !airtight.AirBlocked)
continue;
if ((airtight.AirBlockedDirection & dir) == dir)
return true;
}
return false;
}
}
}