CatStation/Content.Shared/Doors/Systems/SharedAirlockSystem.cs
Pieter-Jan Briers 5168b5f3d4
IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00

229 lines
7.4 KiB
C#

using Content.Shared.DeviceLinking.Events;
using Content.Shared.Doors.Components;
using Content.Shared.Interaction;
using Robust.Shared.Audio.Systems;
using Content.Shared.Popups;
using Content.Shared.Power;
using Content.Shared.Prying.Components;
using Content.Shared.Wires;
using Robust.Shared.Timing;
namespace Content.Shared.Doors.Systems;
public abstract partial class SharedAirlockSystem : EntitySystem
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] protected SharedAppearanceSystem Appearance = default!;
[Dependency] protected SharedAudioSystem Audio = default!;
[Dependency] protected SharedDoorSystem DoorSystem = default!;
[Dependency] protected SharedPopupSystem Popup = default!;
[Dependency] private 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);
SubscribeLocalEvent<AirlockComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<AirlockComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<AirlockComponent, ActivateInWorldEvent>(OnActivate, before: new[] { typeof(SharedDoorSystem) });
}
private void OnBeforeDoorClosed(Entity<AirlockComponent> ent, ref BeforeDoorClosedEvent args)
{
if (args.Cancelled)
return;
if (!ent.Comp.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 (HasComp<DoorComponent>(ent)
&& !args.Partial
&& !CanChangeState(ent))
{
args.Cancel();
}
}
private void OnStateChanged(Entity<AirlockComponent> ent, ref 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>(ent, out var wiresPanel))
{
_wiresSystem.ChangePanelVisibility(ent, wiresPanel, ent.Comp.OpenPanelVisible || args.State != DoorState.Open);
}
// If the door is closed, we should look if the bolt was locked while closing
UpdateAutoClose((ent, ent.Comp));
// Make sure the airlock auto closes again next time it is opened
if (args.State == DoorState.Closed)
{
ent.Comp.AutoClose = true;
Dirty(ent);
}
}
private void OnBoltsChanged(Entity<AirlockComponent> ent, ref DoorBoltsChangedEvent args)
{
// If unbolted, reset the auto close timer
if (!args.BoltsDown)
UpdateAutoClose((ent, ent.Comp));
}
private void OnBeforeDoorOpened(Entity<AirlockComponent> ent, ref BeforeDoorOpenedEvent args)
{
if (!CanChangeState(ent))
args.Cancel();
}
private void OnBeforeDoorDenied(Entity<AirlockComponent> ent, ref BeforeDoorDeniedEvent args)
{
if (!CanChangeState(ent))
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(Entity<AirlockComponent?, DoorComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
return;
if (ent.Comp2.State != DoorState.Open)
return;
if (!ent.Comp1.AutoClose)
return;
if (!CanChangeState((ent.Owner, ent.Comp1)))
return;
var autoev = new BeforeDoorAutoCloseEvent();
RaiseLocalEvent(ent, autoev);
if (autoev.Cancelled)
return;
DoorSystem.SetNextStateChange(ent, ent.Comp1.AutoCloseDelay * ent.Comp1.AutoCloseDelayModifier);
}
private void OnBeforePry(Entity<AirlockComponent> ent, ref BeforePryEvent args)
{
if (args.Cancelled)
return;
if (!ent.Comp.Powered || args.PryPowered)
return;
args.Message = ent.Comp.PryFailedPopup;
args.Cancelled = true;
}
private void OnSignalReceived(Entity<AirlockComponent> ent, ref SignalReceivedEvent args)
{
if (args.Port == ent.Comp.AutoClosePort && ent.Comp.AutoClose)
{
ent.Comp.AutoClose = false;
Dirty(ent);
}
}
private void OnPowerChanged(Entity<AirlockComponent> ent, ref PowerChangedEvent args)
{
ent.Comp.Powered = args.Powered;
Dirty(ent);
if (!TryComp(ent, out DoorComponent? door))
return;
if (!args.Powered)
{
// stop any scheduled auto-closing
if (door.State == DoorState.Open)
DoorSystem.SetNextStateChange(ent, null);
}
else
{
UpdateAutoClose((ent, ent.Comp, door));
}
}
private void OnActivate(Entity<AirlockComponent> ent, ref ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (ent.Comp.KeepOpenIfClicked && ent.Comp.AutoClose)
{
// Disable auto close
ent.Comp.AutoClose = false;
Dirty(ent);
}
}
public void UpdateEmergencyLightStatus(Entity<AirlockComponent> ent)
{
Appearance.SetData(ent, DoorVisuals.EmergencyLights, ent.Comp.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);
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(Entity<AirlockComponent> ent)
{
return ent.Comp.Powered && !DoorSystem.IsBolted(ent);
}
}