# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
576 lines
20 KiB
C#
576 lines
20 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Construction.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mindshield.Components;
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using Content.Shared.Popups;
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using Content.Shared.Storage;
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using Content.Shared.Storage.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.Verbs;
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using Content.Shared.Wires;
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using Content.Shared.Item.ItemToggle.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Lock;
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/// <summary>
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/// Handles (un)locking and examining of Lock components
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/// </summary>
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[UsedImplicitly]
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public sealed class LockSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _sharedPopupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _ui = default!;
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private readonly LocId _defaultDenyReason = "lock-comp-has-user-access-fail";
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LockComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<LockComponent, ActivateInWorldEvent>(OnActivated, before: [typeof(ActivatableUISystem)]);
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SubscribeLocalEvent<LockComponent, UseInHandEvent>(OnUseInHand, before: [typeof(ActivatableUISystem)]);
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SubscribeLocalEvent<LockComponent, StorageOpenAttemptEvent>(OnStorageOpenAttempt);
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SubscribeLocalEvent<LockComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<LockComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleLockVerb);
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SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
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SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
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SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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SubscribeLocalEvent<LockedWiresPanelComponent, AttemptChangePanelEvent>(OnAttemptChangePanel);
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SubscribeLocalEvent<LockedAnchorableComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<LockedStorageComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
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SubscribeLocalEvent<UIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<UIRequiresLockComponent, LockToggledEvent>(LockToggled);
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SubscribeLocalEvent<ItemToggleRequiresLockComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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}
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private void OnStartup(EntityUid uid, LockComponent lockComp, ComponentStartup args)
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{
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_appearanceSystem.SetData(uid, LockVisuals.Locked, lockComp.Locked);
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}
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private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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// Only attempt an unlock by default on Activate
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if (lockComp.Locked && lockComp.UnlockOnClick)
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{
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args.Handled = true;
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TryUnlock(uid, args.User, lockComp);
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}
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else if (!lockComp.Locked && lockComp.LockOnClick)
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{
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args.Handled = true;
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TryLock(uid, args.User, lockComp);
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}
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}
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private void OnUseInHand(EntityUid uid, LockComponent lockComp, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (lockComp.Locked && lockComp.UnlockInHand)
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{
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args.Handled = true;
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TryUnlock(uid, args.User, lockComp);
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}
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else if (!lockComp.Locked && lockComp.LockInHand)
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{
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args.Handled = true;
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TryLock(uid, args.User, lockComp);
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}
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}
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private void OnStorageOpenAttempt(EntityUid uid, LockComponent component, ref StorageOpenAttemptEvent args)
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{
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if (!component.Locked)
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return;
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if (!args.Silent)
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_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
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args.Cancelled = true;
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}
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private void OnExamined(EntityUid uid, LockComponent lockComp, ExaminedEvent args)
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{
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if (!lockComp.ShowExamine)
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return;
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args.PushMarkup(Loc.GetString(lockComp.Locked
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? "lock-comp-on-examined-is-locked"
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: "lock-comp-on-examined-is-unlocked",
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("entityName", Identity.Name(uid, EntityManager))));
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}
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/// <summary>
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/// Attmempts to lock a given entity
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/// </summary>
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/// <remarks>
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/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person trying to lock it</param>
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/// <param name="lockComp"></param>
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/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
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/// <returns>If locking was successful</returns>
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public bool TryLock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
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{
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if (!Resolve(uid, ref lockComp))
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return false;
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if (!CanToggleLock(uid, user, quiet: false))
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return false;
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if (lockComp.MindShieldLock && !HasMindshield(uid, user, quiet: false))
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return false;
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if (lockComp.UseAccess && !HasUserAccess(uid, user, false))
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return false;
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if (!skipDoAfter && lockComp.LockTime != TimeSpan.Zero)
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{
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return _doAfter.TryStartDoAfter(
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new DoAfterArgs(EntityManager, user, lockComp.LockTime, new LockDoAfter(), uid, uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = true,
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BreakOnDropItem = false,
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});
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}
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Lock(uid, user, lockComp);
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return true;
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}
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/// <summary>
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/// Forces a given entity to be locked, does not activate a do-after.
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/// </summary>
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public void Lock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
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{
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if (!Resolve(uid, ref lockComp))
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return;
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if (lockComp.Locked)
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return;
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if (user is { Valid: true })
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{
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-lock-success",
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("entityName", Identity.Name(uid, EntityManager))), uid, user);
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}
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_audio.PlayPredicted(lockComp.LockSound, uid, user);
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lockComp.Locked = true;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, true);
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Dirty(uid, lockComp);
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var ev = new LockToggledEvent(true);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Forces a given entity to be unlocked
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/// </summary>
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/// <remarks>
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/// This does not process do-after times.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person unlocking it. Can be null</param>
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/// <param name="lockComp"></param>
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public void Unlock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
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{
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if (!Resolve(uid, ref lockComp))
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return;
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if (!lockComp.Locked)
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return;
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if (user is { Valid: true })
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{
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-unlock-success",
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("entityName", Identity.Name(uid, EntityManager))), uid, user.Value);
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}
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_audio.PlayPredicted(lockComp.UnlockSound, uid, user);
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lockComp.Locked = false;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
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Dirty(uid, lockComp);
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var ev = new LockToggledEvent(false);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Attmempts to unlock a given entity
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/// </summary>
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/// <remarks>
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/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person trying to unlock it</param>
|
|
/// <param name="lockComp"></param>
|
|
/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
|
|
/// <returns>If locking was successful</returns>
|
|
public bool TryUnlock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
|
|
{
|
|
if (!Resolve(uid, ref lockComp))
|
|
return false;
|
|
|
|
if (!CanToggleLock(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.MindShieldLock && !HasMindshield(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.UseAccess && !HasUserAccess(uid, user, false))
|
|
return false;
|
|
|
|
if (!skipDoAfter && lockComp.UnlockTime != TimeSpan.Zero)
|
|
{
|
|
return _doAfter.TryStartDoAfter(
|
|
new DoAfterArgs(EntityManager, user, lockComp.LockTime, new UnlockDoAfter(), uid, uid)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = true,
|
|
BreakOnDropItem = false,
|
|
});
|
|
}
|
|
|
|
Unlock(uid, user, lockComp);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggle the lock to locked if unlocked, and unlocked if locked.
|
|
/// </summary>
|
|
/// <param name="uid">Entity to toggle the lock state of.</param>
|
|
/// <param name="user">The person trying to toggle the lock</param>
|
|
/// <param name="lockComp">Entities lock comp (will be resolved)</param>
|
|
public void ToggleLock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
|
|
{
|
|
if (IsLocked((uid, lockComp)))
|
|
Unlock(uid, user, lockComp);
|
|
else
|
|
Lock(uid, user, lockComp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the entity is locked.
|
|
/// Entities with no lock component are considered unlocked.
|
|
/// </summary>
|
|
public bool IsLocked(Entity<LockComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
return ent.Comp.Locked;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raises an event for other components to check whether or not
|
|
/// the entity can be locked in its current state.
|
|
/// </summary>
|
|
public bool CanToggleLock(Entity<LockComponent?> ent, EntityUid user, bool quiet = true)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
if (!_actionBlocker.CanComplexInteract(user))
|
|
return false;
|
|
|
|
if (!ent.Comp.Locked && !ent.Comp.AllowRepeatedLocking)
|
|
return false;
|
|
|
|
var ev = new LockToggleAttemptEvent(user, quiet);
|
|
RaiseLocalEvent(ent, ref ev, true);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
var userEv = new UserLockToggleAttemptEvent(ent, quiet);
|
|
RaiseLocalEvent(user, ref userEv, true);
|
|
return !userEv.Cancelled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the user has access to locks on an entity.
|
|
/// </summary>
|
|
/// <param name="ent">The entity we check for locks.</param>
|
|
/// <param name="user">The user we check for access.</param>
|
|
/// <param name="quiet">Whether to display a popup if user has no access.</param>
|
|
/// <returns>True if the user has access, otherwise False.</returns>
|
|
[PublicAPI]
|
|
public bool HasUserAccess(Entity<LockComponent?> ent, EntityUid user, bool quiet = true)
|
|
{
|
|
// Entity literally has no lock. Congratulations.
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return true;
|
|
|
|
var checkedReaders = LockTypes.None;
|
|
if (ent.Comp.CheckedLocks is null)
|
|
{
|
|
var lockEv = new FindAvailableLocksEvent(user);
|
|
RaiseLocalEvent(ent, ref lockEv);
|
|
checkedReaders = lockEv.FoundReaders;
|
|
}
|
|
|
|
// If no locks are found, you have access. Woo!
|
|
if (checkedReaders == LockTypes.None)
|
|
return true;
|
|
|
|
var accessEv = new CheckUserHasLockAccessEvent(user, checkedReaders);
|
|
RaiseLocalEvent(ent, ref accessEv);
|
|
|
|
// If we check for any, as long as user has access to any of the locks we grant access.
|
|
if (accessEv.HasAccess != LockTypes.None && ent.Comp.CheckForAnyReaders)
|
|
return true;
|
|
|
|
if (accessEv.HasAccess == checkedReaders)
|
|
return true;
|
|
|
|
if (!quiet)
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), user, user);
|
|
return false;
|
|
}
|
|
|
|
private bool HasMindshield(EntityUid uid, EntityUid user, bool quiet = true)
|
|
{
|
|
if (HasComp<MindShieldComponent>(user))
|
|
return true;
|
|
|
|
if (!quiet)
|
|
{
|
|
var denyReason = accessEv.DenyReason ?? Loc.GetString(_defaultDenyReason);
|
|
_sharedPopupSystem.PopupClient(denyReason, ent, user);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract || !component.ShowLockVerbs)
|
|
return;
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
Disabled = !CanToggleLock(uid, args.User),
|
|
Act = component.Locked
|
|
? () => TryUnlock(uid, args.User, component)
|
|
: () => TryLock(uid, args.User, component),
|
|
Text = Loc.GetString(component.Locked ? "toggle-lock-verb-unlock" : "toggle-lock-verb-lock"),
|
|
Icon = !component.Locked
|
|
? new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/lock.svg.192dpi.png"))
|
|
: new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/unlock.svg.192dpi.png")),
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)
|
|
{
|
|
if (!_emag.CompareFlag(args.Type, EmagType.Access))
|
|
return;
|
|
|
|
if (!component.Locked || !component.BreakOnAccessBreaker)
|
|
return;
|
|
|
|
_audio.PlayPredicted(component.UnlockSound, uid, args.UserUid);
|
|
|
|
component.Locked = false;
|
|
_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
|
|
Dirty(uid, component);
|
|
|
|
var ev = new LockToggledEvent(false);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
|
|
args.Repeatable = true;
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnDoAfterLock(EntityUid uid, LockComponent component, LockDoAfter args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
TryLock(uid, args.User, skipDoAfter: true);
|
|
}
|
|
|
|
private void OnDoAfterUnlock(EntityUid uid, LockComponent component, UnlockDoAfter args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
TryUnlock(uid, args.User, skipDoAfter: true);
|
|
}
|
|
|
|
private void OnStorageInteractAttempt(Entity<LockedStorageComponent> ent, ref StorageInteractAttemptEvent args)
|
|
{
|
|
if (IsLocked(ent.Owner))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnLockToggleAttempt(Entity<LockedWiresPanelComponent> ent, ref LockToggleAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<WiresPanelComponent>(ent, out var panel) || !panel.Open)
|
|
return;
|
|
|
|
if (!args.Silent)
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("construction-step-condition-wire-panel-close"),
|
|
ent,
|
|
args.User);
|
|
}
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
|
|
private void OnAttemptChangePanel(Entity<LockedWiresPanelComponent> ent, ref AttemptChangePanelEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
|
|
return;
|
|
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
|
|
("target", Identity.Entity(ent, EntityManager))),
|
|
ent,
|
|
args.User);
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnUnanchorAttempt(Entity<LockedAnchorableComponent> ent, ref UnanchorAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
|
|
return;
|
|
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
|
|
("target", Identity.Entity(ent, EntityManager))),
|
|
ent,
|
|
args.User);
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnUIOpenAttempt(EntityUid uid, UIRequiresLockComponent component, ActivatableUIOpenAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
|
|
return;
|
|
|
|
args.Cancel();
|
|
|
|
if (args.Silent)
|
|
return;
|
|
|
|
if (lockComp.Locked && component.Popup != null)
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString(component.Popup), uid, args.User);
|
|
}
|
|
|
|
_audio.PlayPredicted(component.AccessDeniedSound, uid, args.User);
|
|
}
|
|
|
|
private void LockToggled(EntityUid uid, UIRequiresLockComponent component, LockToggledEvent args)
|
|
{
|
|
if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
|
|
return;
|
|
|
|
if (component.UserInterfaceKeys == null)
|
|
{
|
|
_ui.CloseUis(uid);
|
|
return;
|
|
}
|
|
|
|
foreach (var key in component.UserInterfaceKeys)
|
|
{
|
|
_ui.CloseUi(uid, key);
|
|
}
|
|
}
|
|
|
|
private void OnActivateAttempt(EntityUid uid, ItemToggleRequiresLockComponent component, ref ItemToggleActivateAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
|
|
return;
|
|
|
|
args.Cancelled = true;
|
|
|
|
if (lockComp.Locked && component.LockedPopup != null)
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString(component.LockedPopup,
|
|
("target", Identity.Entity(uid, EntityManager))),
|
|
uid,
|
|
args.User);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity to check whether it has any readers that can prevent it from being opened.
|
|
/// </summary>
|
|
/// <param name="User">The person attempting to open the entity.</param>
|
|
/// <param name="FoundReaders">What readers were found. This should not be set when raising the event.</param>
|
|
[ByRefEvent]
|
|
public record struct FindAvailableLocksEvent(EntityUid User, LockTypes FoundReaders = LockTypes.None);
|
|
|
|
/// <summary>
|
|
/// Raised on an entity to check if the user has access (ID, Fingerprint, etc) to said entity.
|
|
/// </summary>
|
|
/// <param name="User">The user we are checking.</param>
|
|
/// <param name="FoundReaders">What readers we are attempting to verify access for.</param>
|
|
/// <param name="HasAccess">Which readers the user has access to. This should not be set when raising the event.</param>
|
|
[ByRefEvent]
|
|
public record struct CheckUserHasLockAccessEvent(EntityUid User, LockTypes FoundReaders = LockTypes.None, LockTypes HasAccess = LockTypes.None, string? DenyReason = null);
|
|
|
|
/// <summary>
|
|
/// Enum of all readers a lock can be "locked" by.
|
|
/// Used to determine what you need in order to access the lock.
|
|
/// For example, an entity with <see cref="AccessReaderComponent"/> will have the Access type, which is gathered by an event and handled by the respective system.
|
|
/// </summary>
|
|
[Flags]
|
|
[Serializable, NetSerializable]
|
|
public enum LockTypes : byte
|
|
{
|
|
None, // Default state, means the lock is not restricted.
|
|
Access, // Means there is an AccessReader currently present.
|
|
Fingerprint, // Means there is a FingerprintReader currently present.
|
|
All = Access | Fingerprint,
|
|
}
|