mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* 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...
437 lines
15 KiB
C#
437 lines
15 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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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.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.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 AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly ActivatableUISystem _activatableUI = 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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/// <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, 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<LockComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
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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<ActivatableUIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, 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 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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args.PushText(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.UseAccess && !HasUserAccess(uid, user, quiet: 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>
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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 TryUnlock(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.UseAccess && !HasUserAccess(uid, user, quiet: false))
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return false;
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if (!skipDoAfter && lockComp.UnlockTime != TimeSpan.Zero)
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{
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return _doAfter.TryStartDoAfter(
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new DoAfterArgs(EntityManager, user, lockComp.LockTime, new UnlockDoAfter(), 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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Unlock(uid, user, lockComp);
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return true;
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}
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/// <summary>
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/// Returns true if the entity is locked.
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/// Entities with no lock component are considered unlocked.
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/// </summary>
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public bool IsLocked(Entity<LockComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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return ent.Comp.Locked;
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}
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/// <summary>
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/// Raises an event for other components to check whether or not
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/// the entity can be locked in its current state.
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/// </summary>
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public bool CanToggleLock(EntityUid uid, EntityUid user, bool quiet = true)
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{
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if (!_actionBlocker.CanComplexInteract(user))
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return false;
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var ev = new LockToggleAttemptEvent(user, quiet);
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RaiseLocalEvent(uid, ref ev, true);
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if (ev.Cancelled)
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return false;
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var userEv = new UserLockToggleAttemptEvent(uid, quiet);
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RaiseLocalEvent(user, ref userEv, true);
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return !userEv.Cancelled;
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}
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// TODO: this should be a helper on AccessReaderSystem since so many systems copy paste it
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private bool HasUserAccess(EntityUid uid, EntityUid user, AccessReaderComponent? reader = null, bool quiet = true)
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{
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// Not having an AccessComponent means you get free access. woo!
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if (!Resolve(uid, ref reader, false))
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return true;
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if (_accessReader.IsAllowed(user, uid, reader))
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return true;
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if (!quiet)
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_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), uid, user);
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return false;
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}
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private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
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return;
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AlternativeVerb verb = new()
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{
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Act = component.Locked
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? () => TryUnlock(uid, args.User, component)
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: () => TryLock(uid, args.User, component),
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Text = Loc.GetString(component.Locked ? "toggle-lock-verb-unlock" : "toggle-lock-verb-lock"),
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Icon = !component.Locked
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? new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/lock.svg.192dpi.png"))
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: new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/unlock.svg.192dpi.png")),
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};
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args.Verbs.Add(verb);
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}
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private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Interaction)) // DeltaV - emag for lockers instead of doorjack
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return;
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if (!component.Locked || !component.BreakOnAccessBreaker)
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return;
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_audio.PlayPredicted(component.UnlockSound, uid, args.UserUid);
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component.Locked = false;
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_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
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Dirty(uid, component);
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|
|
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);
|
|
}
|
|
}
|
|
}
|