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- using Content.Shared.Doors.Components;
- using Robust.Shared.Audio.Systems;
- using Content.Shared.Popups;
- using Content.Shared.Prying.Components;
- using Content.Shared.Wires;
- using Robust.Shared.Timing;
- namespace Content.Shared.Doors.Systems;
- public abstract class SharedAirlockSystem : EntitySystem
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
- [Dependency] protected readonly SharedAudioSystem Audio = default!;
- [Dependency] protected readonly SharedDoorSystem DoorSystem = default!;
- [Dependency] protected readonly SharedPopupSystem Popup = default!;
- [Dependency] private readonly SharedWiresSystem _wiresSystem = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<AirlockComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
- SubscribeLocalEvent<AirlockComponent, DoorStateChangedEvent>(OnStateChanged);
- SubscribeLocalEvent<AirlockComponent, DoorBoltsChangedEvent>(OnBoltsChanged);
- SubscribeLocalEvent<AirlockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
- SubscribeLocalEvent<AirlockComponent, BeforeDoorDeniedEvent>(OnBeforeDoorDenied);
- SubscribeLocalEvent<AirlockComponent, GetPryTimeModifierEvent>(OnGetPryMod);
- SubscribeLocalEvent<AirlockComponent, BeforePryEvent>(OnBeforePry);
- }
- private void OnBeforeDoorClosed(EntityUid uid, AirlockComponent airlock, BeforeDoorClosedEvent args)
- {
- if (args.Cancelled)
- return;
- if (!airlock.Safety)
- args.PerformCollisionCheck = false;
- // only block based on bolts / power status when initially closing the door, not when its already
- // mid-transition. Particularly relevant for when the door was pried-closed with a crowbar, which bypasses
- // the initial power-check.
- if (TryComp(uid, out DoorComponent? door)
- && !args.Partial
- && !CanChangeState(uid, airlock))
- {
- args.Cancel();
- }
- }
- private void OnStateChanged(EntityUid uid, AirlockComponent component, DoorStateChangedEvent args)
- {
- // This is here so we don't accidentally bulldoze state values and mispredict.
- if (_timing.ApplyingState)
- return;
- // Only show the maintenance panel if the airlock is closed
- if (TryComp<WiresPanelComponent>(uid, out var wiresPanel))
- {
- _wiresSystem.ChangePanelVisibility(uid, wiresPanel, component.OpenPanelVisible || args.State != DoorState.Open);
- }
- // If the door is closed, we should look if the bolt was locked while closing
- UpdateAutoClose(uid, component);
- // Make sure the airlock auto closes again next time it is opened
- if (args.State == DoorState.Closed)
- {
- component.AutoClose = true;
- Dirty(uid, component);
- }
- }
- private void OnBoltsChanged(EntityUid uid, AirlockComponent component, DoorBoltsChangedEvent args)
- {
- // If unbolted, reset the auto close timer
- if (!args.BoltsDown)
- UpdateAutoClose(uid, component);
- }
- private void OnBeforeDoorOpened(EntityUid uid, AirlockComponent component, BeforeDoorOpenedEvent args)
- {
- if (!CanChangeState(uid, component))
- args.Cancel();
- }
- private void OnBeforeDoorDenied(EntityUid uid, AirlockComponent component, BeforeDoorDeniedEvent args)
- {
- if (!CanChangeState(uid, component))
- args.Cancel();
- }
- private void OnGetPryMod(EntityUid uid, AirlockComponent component, ref GetPryTimeModifierEvent args)
- {
- if (component.Powered)
- args.PryTimeModifier *= component.PoweredPryModifier;
- if (DoorSystem.IsBolted(uid))
- args.PryTimeModifier *= component.BoltedPryModifier;
- }
- /// <summary>
- /// Updates the auto close timer.
- /// </summary>
- public void UpdateAutoClose(EntityUid uid, AirlockComponent? airlock = null, DoorComponent? door = null)
- {
- if (!Resolve(uid, ref airlock, ref door))
- return;
- if (door.State != DoorState.Open)
- return;
- if (!airlock.AutoClose)
- return;
- if (!CanChangeState(uid, airlock))
- return;
- var autoev = new BeforeDoorAutoCloseEvent();
- RaiseLocalEvent(uid, autoev);
- if (autoev.Cancelled)
- return;
- DoorSystem.SetNextStateChange(uid, airlock.AutoCloseDelay * airlock.AutoCloseDelayModifier);
- }
- private void OnBeforePry(EntityUid uid, AirlockComponent component, ref BeforePryEvent args)
- {
- if (args.Cancelled)
- return;
- if (!component.Powered || args.PryPowered)
- return;
- args.Message = "airlock-component-cannot-pry-is-powered-message";
- args.Cancelled = true;
- }
- public void UpdateEmergencyLightStatus(EntityUid uid, AirlockComponent component)
- {
- Appearance.SetData(uid, DoorVisuals.EmergencyLights, component.EmergencyAccess);
- }
- public void SetEmergencyAccess(Entity<AirlockComponent> ent, bool value, EntityUid? user = null, bool predicted = false)
- {
- if(!ent.Comp.Powered)
- return;
- if (ent.Comp.EmergencyAccess == value)
- return;
- ent.Comp.EmergencyAccess = value;
- Dirty(ent, ent.Comp); // This only runs on the server apparently so we need this.
- UpdateEmergencyLightStatus(ent, ent.Comp);
- var sound = ent.Comp.EmergencyAccess ? ent.Comp.EmergencyOnSound : ent.Comp.EmergencyOffSound;
- if (predicted)
- Audio.PlayPredicted(sound, ent, user: user);
- else
- Audio.PlayPvs(sound, ent);
- }
- public void SetAutoCloseDelayModifier(AirlockComponent component, float value)
- {
- if (component.AutoCloseDelayModifier.Equals(value))
- return;
- component.AutoCloseDelayModifier = value;
- }
- public void SetSafety(AirlockComponent component, bool value)
- {
- component.Safety = value;
- }
- public bool CanChangeState(EntityUid uid, AirlockComponent component)
- {
- return component.Powered && !DoorSystem.IsBolted(uid);
- }
- }
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