Files
Delta-v/Content.Shared/Lock/LockSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

437 lines
15 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Construction.Components;
using Content.Shared.DoAfter;
using Content.Shared.Emag.Systems;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Storage;
using Content.Shared.Storage.Components;
using Content.Shared.UserInterface;
using Content.Shared.Verbs;
using Content.Shared.Wires;
using Content.Shared.Item.ItemToggle.Components;
using JetBrains.Annotations;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Lock;
/// <summary>
/// Handles (un)locking and examining of Lock components
/// </summary>
[UsedImplicitly]
public sealed class LockSystem : EntitySystem
{
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ActivatableUISystem _activatableUI = default!;
[Dependency] private readonly EmagSystem _emag = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _sharedPopupSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LockComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<LockComponent, ActivateInWorldEvent>(OnActivated, before: [typeof(ActivatableUISystem)]);
SubscribeLocalEvent<LockComponent, StorageOpenAttemptEvent>(OnStorageOpenAttempt);
SubscribeLocalEvent<LockComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<LockComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleLockVerb);
SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
SubscribeLocalEvent<LockComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
SubscribeLocalEvent<LockedWiresPanelComponent, AttemptChangePanelEvent>(OnAttemptChangePanel);
SubscribeLocalEvent<LockedAnchorableComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
SubscribeLocalEvent<ActivatableUIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
SubscribeLocalEvent<ActivatableUIRequiresLockComponent, LockToggledEvent>(LockToggled);
SubscribeLocalEvent<ItemToggleRequiresLockComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
}
private void OnStartup(EntityUid uid, LockComponent lockComp, ComponentStartup args)
{
_appearanceSystem.SetData(uid, LockVisuals.Locked, lockComp.Locked);
}
private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
// Only attempt an unlock by default on Activate
if (lockComp.Locked && lockComp.UnlockOnClick)
{
args.Handled = true;
TryUnlock(uid, args.User, lockComp);
}
else if (!lockComp.Locked && lockComp.LockOnClick)
{
args.Handled = true;
TryLock(uid, args.User, lockComp);
}
}
private void OnStorageOpenAttempt(EntityUid uid, LockComponent component, ref StorageOpenAttemptEvent args)
{
if (!component.Locked)
return;
if (!args.Silent)
_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
args.Cancelled = true;
}
private void OnExamined(EntityUid uid, LockComponent lockComp, ExaminedEvent args)
{
args.PushText(Loc.GetString(lockComp.Locked
? "lock-comp-on-examined-is-locked"
: "lock-comp-on-examined-is-unlocked",
("entityName", Identity.Name(uid, EntityManager))));
}
/// <summary>
/// Attmempts to lock a given entity
/// </summary>
/// <remarks>
/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
/// </remarks>
/// <param name="uid">The entity with the lock</param>
/// <param name="user">The person trying to lock 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 TryLock(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.UseAccess && !HasUserAccess(uid, user, quiet: false))
return false;
if (!skipDoAfter && lockComp.LockTime != TimeSpan.Zero)
{
return _doAfter.TryStartDoAfter(
new DoAfterArgs(EntityManager, user, lockComp.LockTime, new LockDoAfter(), uid, uid)
{
BreakOnDamage = true,
BreakOnMove = true,
NeedHand = true,
BreakOnDropItem = false,
});
}
Lock(uid, user, lockComp);
return true;
}
/// <summary>
/// Forces a given entity to be locked, does not activate a do-after.
/// </summary>
public void Lock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
{
if (!Resolve(uid, ref lockComp))
return;
if (lockComp.Locked)
return;
if (user is { Valid: true })
{
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-lock-success",
("entityName", Identity.Name(uid, EntityManager))), uid, user);
}
_audio.PlayPredicted(lockComp.LockSound, uid, user);
lockComp.Locked = true;
_appearanceSystem.SetData(uid, LockVisuals.Locked, true);
Dirty(uid, lockComp);
var ev = new LockToggledEvent(true);
RaiseLocalEvent(uid, ref ev, true);
}
/// <summary>
/// Forces a given entity to be unlocked
/// </summary>
/// <remarks>
/// This does not process do-after times.
/// </remarks>
/// <param name="uid">The entity with the lock</param>
/// <param name="user">The person unlocking it. Can be null</param>
/// <param name="lockComp"></param>
public void Unlock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
{
if (!Resolve(uid, ref lockComp))
return;
if (!lockComp.Locked)
return;
if (user is { Valid: true })
{
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-unlock-success",
("entityName", Identity.Name(uid, EntityManager))), uid, user.Value);
}
_audio.PlayPredicted(lockComp.UnlockSound, uid, user);
lockComp.Locked = false;
_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
Dirty(uid, lockComp);
var ev = new LockToggledEvent(false);
RaiseLocalEvent(uid, ref ev, true);
}
/// <summary>
/// Attmempts to unlock a given entity
/// </summary>
/// <remarks>
/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
/// </remarks>
/// <param name="uid">The entity with the lock</param>
/// <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.UseAccess && !HasUserAccess(uid, user, quiet: 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>
/// 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(EntityUid uid, EntityUid user, bool quiet = true)
{
if (!_actionBlocker.CanComplexInteract(user))
return false;
var ev = new LockToggleAttemptEvent(user, quiet);
RaiseLocalEvent(uid, ref ev, true);
if (ev.Cancelled)
return false;
var userEv = new UserLockToggleAttemptEvent(uid, quiet);
RaiseLocalEvent(user, ref userEv, true);
return !userEv.Cancelled;
}
// TODO: this should be a helper on AccessReaderSystem since so many systems copy paste it
private bool HasUserAccess(EntityUid uid, EntityUid user, AccessReaderComponent? reader = null, bool quiet = true)
{
// Not having an AccessComponent means you get free access. woo!
if (!Resolve(uid, ref reader, false))
return true;
if (_accessReader.IsAllowed(user, uid, reader))
return true;
if (!quiet)
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), uid, user);
return false;
}
private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
return;
AlternativeVerb verb = new()
{
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.Interaction)) // DeltaV - emag for lockers instead of doorjack
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<LockComponent> ent, ref StorageInteractAttemptEvent args)
{
if (ent.Comp.Locked)
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, ActivatableUIRequiresLockComponent component, ActivatableUIOpenAttemptEvent args)
{
if (args.Cancelled)
return;
if (TryComp<LockComponent>(uid, out var lockComp) && lockComp.Locked != component.RequireLocked)
{
args.Cancel();
if (lockComp.Locked)
{
_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
}
_audio.PlayPredicted(component.AccessDeniedSound, uid, args.User);
}
}
private void LockToggled(EntityUid uid, ActivatableUIRequiresLockComponent component, LockToggledEvent args)
{
if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
return;
_activatableUI.CloseAll(uid);
}
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)
{
args.Cancelled = true;
if (lockComp.Locked)
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
("target", Identity.Entity(uid, EntityManager))),
uid,
args.User);
}
}
}