# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
132 lines
5.4 KiB
C#
132 lines
5.4 KiB
C#
using Content.Client.Wires.Visualizers;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Power;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Doors;
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public sealed class AirlockSystem : SharedAirlockSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
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{
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// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
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if (!TryComp<DoorComponent>(uid, out var door))
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return;
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if (comp.OpenUnlitVisible) // Otherwise there are flashes of the fallback sprite between clicking on the door and the door closing animation starting.
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{
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door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.OpenSpriteState));
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door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.ClosedSpriteState));
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}
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((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
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{
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LayerKey = DoorVisualLayers.BaseUnlit,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) },
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}
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);
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((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
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{
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LayerKey = DoorVisualLayers.BaseUnlit,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) },
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}
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);
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door.DenyingAnimation = new Animation()
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{
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Length = TimeSpan.FromSeconds(comp.DenyAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick()
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{
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LayerKey = DoorVisualLayers.BaseUnlit,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.DenySpriteState, 0f) },
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}
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}
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};
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if (!comp.AnimatePanel)
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return;
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((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
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{
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LayerKey = WiresVisualLayers.MaintenancePanel,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f) },
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});
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((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
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{
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LayerKey = WiresVisualLayers.MaintenancePanel,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f) },
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});
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}
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private void OnAppearanceChange(EntityUid uid, AirlockComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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var boltedVisible = false;
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var emergencyLightsVisible = false;
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var unlitVisible = false;
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if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
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state = DoorState.Closed;
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if (_appearanceSystem.TryGetData<bool>(uid, PowerDeviceVisuals.Powered, out var powered, args.Component)
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&& powered)
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{
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boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component)
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&& lights && (state == DoorState.Closed || state == DoorState.Welded);
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emergencyLightsVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.EmergencyLights, out var eaLights, args.Component) && eaLights;
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unlitVisible =
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(state == DoorState.Closing
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|| state == DoorState.Opening
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|| state == DoorState.Denying
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|| (state == DoorState.Open && comp.OpenUnlitVisible)
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|| (state == DoorState.Closed && comp.OpenUnlitVisible))
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&& !boltedVisible && !emergencyLightsVisible;
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}
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseUnlit, unlitVisible);
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseBolted, boltedVisible);
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if (comp.EmergencyAccessLayer)
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{
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_sprite.LayerSetVisible(
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(uid, args.Sprite),
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DoorVisualLayers.BaseEmergencyAccess,
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emergencyLightsVisible
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&& state != DoorState.Open
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&& state != DoorState.Opening
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&& state != DoorState.Closing
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&& !boltedVisible
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);
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}
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switch (state)
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{
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case DoorState.Open:
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_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
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_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
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break;
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case DoorState.Closed:
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_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
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_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
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break;
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}
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}
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}
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