mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
350 lines
14 KiB
C#
350 lines
14 KiB
C#
using Content.Server.Atmos.Components;
|
|
using Content.Server.Atmos.EntitySystems;
|
|
using Content.Server.Atmos.Monitor.Systems;
|
|
using Content.Server.Popups;
|
|
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Remotes;
|
|
using Content.Server.Shuttles.Components;
|
|
using Content.Shared.Access.Components;
|
|
using Content.Shared.Access.Systems;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Atmos.Monitor;
|
|
using Content.Shared.Doors;
|
|
using Content.Shared.Doors.Components;
|
|
using Content.Shared.Doors.Systems;
|
|
using Content.Shared.Popups;
|
|
using Microsoft.Extensions.Options;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Player;
|
|
using Content.Shared.Prying.Components;
|
|
|
|
namespace Content.Server.Doors.Systems
|
|
{
|
|
public sealed class FirelockSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
|
[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
|
|
[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
|
|
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
|
|
|
|
private static float _visualUpdateInterval = 0.5f;
|
|
private float _accumulatedFrameTime;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
|
|
SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
|
|
SubscribeLocalEvent<FirelockComponent, DoorStateChangedEvent>(OnUpdateState);
|
|
|
|
SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
|
|
SubscribeLocalEvent<FirelockComponent, AtmosAlarmEvent>(OnAtmosAlarm);
|
|
|
|
// Visuals
|
|
SubscribeLocalEvent<FirelockComponent, MapInitEvent>(UpdateVisuals);
|
|
SubscribeLocalEvent<FirelockComponent, ComponentStartup>(UpdateVisuals);
|
|
SubscribeLocalEvent<FirelockComponent, PowerChangedEvent>(PowerChanged);
|
|
}
|
|
|
|
private void PowerChanged(EntityUid uid, FirelockComponent component, ref PowerChangedEvent args)
|
|
{
|
|
// TODO this should REALLLLY not be door specific appearance thing.
|
|
_appearance.SetData(uid, DoorVisuals.Powered, args.Powered);
|
|
}
|
|
|
|
#region Visuals
|
|
private void UpdateVisuals(EntityUid uid, FirelockComponent component, EntityEventArgs args) => UpdateVisuals(uid, component);
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
_accumulatedFrameTime += frameTime;
|
|
if (_accumulatedFrameTime < _visualUpdateInterval)
|
|
return;
|
|
|
|
_accumulatedFrameTime -= _visualUpdateInterval;
|
|
|
|
var airtightQuery = GetEntityQuery<AirtightComponent>();
|
|
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
foreach (var (firelock, door) in EntityQuery<FirelockComponent, DoorComponent>())
|
|
{
|
|
// only bother to check pressure on doors that are some variation of closed.
|
|
if (door.State != DoorState.Closed
|
|
&& door.State != DoorState.Welded
|
|
&& door.State != DoorState.Denying)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var uid = door.Owner;
|
|
if (airtightQuery.TryGetComponent(uid, out var airtight)
|
|
&& xformQuery.TryGetComponent(uid, out var xform)
|
|
&& appearanceQuery.TryGetComponent(uid, out var appearance))
|
|
{
|
|
var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, airtightQuery);
|
|
_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateVisuals(EntityUid uid,
|
|
FirelockComponent? firelock = null,
|
|
DoorComponent? door = null,
|
|
AirtightComponent? airtight = null,
|
|
AppearanceComponent? appearance = null,
|
|
TransformComponent? xform = null)
|
|
{
|
|
if (!Resolve(uid, ref door, ref appearance, false))
|
|
return;
|
|
|
|
// only bother to check pressure on doors that are some variation of closed.
|
|
if (door.State != DoorState.Closed
|
|
&& door.State != DoorState.Welded
|
|
&& door.State != DoorState.Denying)
|
|
{
|
|
_appearance.SetData(uid, DoorVisuals.ClosedLights, false, appearance);
|
|
return;
|
|
}
|
|
|
|
var query = GetEntityQuery<AirtightComponent>();
|
|
if (!Resolve(uid, ref firelock, ref airtight, ref appearance, ref xform, false) || !query.Resolve(uid, ref airtight, false))
|
|
return;
|
|
|
|
var (fire, pressure) = CheckPressureAndFire(uid, firelock, xform, airtight, query);
|
|
_appearance.SetData(uid, DoorVisuals.ClosedLights, fire || pressure, appearance);
|
|
}
|
|
#endregion
|
|
|
|
public bool EmergencyPressureStop(EntityUid uid, FirelockComponent? firelock = null, DoorComponent? door = null)
|
|
{
|
|
if (!Resolve(uid, ref firelock, ref door))
|
|
return false;
|
|
|
|
if (door.State == DoorState.Open)
|
|
{
|
|
if (_doorSystem.TryClose(door.Owner, door))
|
|
{
|
|
return _doorSystem.OnPartialClose(door.Owner, door);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private void OnBeforeDoorOpened(EntityUid uid, FirelockComponent component, BeforeDoorOpenedEvent args)
|
|
{
|
|
// Give the Door remote the ability to force a firelock open even if it is holding back dangerous gas
|
|
var overrideAccess = (args.User != null) && _accessReaderSystem.IsAllowed(args.User.Value, uid);
|
|
|
|
if (!this.IsPowered(uid, EntityManager) || (!overrideAccess && IsHoldingPressureOrFire(uid, component)))
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, ref GetPryTimeModifierEvent args)
|
|
{
|
|
var state = CheckPressureAndFire(uid, component);
|
|
|
|
if (state.Fire)
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-fire-message"),
|
|
uid, args.User, PopupType.MediumCaution);
|
|
}
|
|
else if (state.Pressure)
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("firelock-component-is-holding-pressure-message"),
|
|
uid, args.User, PopupType.MediumCaution);
|
|
}
|
|
|
|
if (state.Fire || state.Pressure)
|
|
args.PryTimeModifier *= component.LockedPryTimeModifier;
|
|
}
|
|
|
|
private void OnUpdateState(EntityUid uid, FirelockComponent component, DoorStateChangedEvent args)
|
|
{
|
|
var ev = new BeforeDoorAutoCloseEvent();
|
|
RaiseLocalEvent(uid, ev);
|
|
UpdateVisuals(uid, component, args);
|
|
if (ev.Cancelled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_doorSystem.SetNextStateChange(uid, component.AutocloseDelay);
|
|
}
|
|
|
|
private void OnBeforeDoorAutoclose(EntityUid uid, FirelockComponent component, BeforeDoorAutoCloseEvent args)
|
|
{
|
|
if (!this.IsPowered(uid, EntityManager))
|
|
args.Cancel();
|
|
|
|
// Make firelocks autoclose, but only if the last alarm type it
|
|
// remembers was a danger. This is to prevent people from
|
|
// flooding hallways with endless bad air/fire.
|
|
if (component.AlarmAutoClose &&
|
|
(_atmosAlarmable.TryGetHighestAlert(uid, out var alarm) && alarm != AtmosAlarmType.Danger || alarm == null))
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnAtmosAlarm(EntityUid uid, FirelockComponent component, AtmosAlarmEvent args)
|
|
{
|
|
if (!this.IsPowered(uid, EntityManager))
|
|
return;
|
|
|
|
if (!TryComp<DoorComponent>(uid, out var doorComponent))
|
|
return;
|
|
|
|
if (args.AlarmType == AtmosAlarmType.Normal || args.AlarmType == AtmosAlarmType.Warning)
|
|
{
|
|
if (doorComponent.State == DoorState.Closed)
|
|
_doorSystem.TryOpen(uid);
|
|
}
|
|
else if (args.AlarmType == AtmosAlarmType.Danger)
|
|
{
|
|
EmergencyPressureStop(uid, component, doorComponent);
|
|
}
|
|
}
|
|
|
|
public bool IsHoldingPressureOrFire(EntityUid uid, FirelockComponent firelock)
|
|
{
|
|
var result = CheckPressureAndFire(uid, firelock);
|
|
return result.Pressure || result.Fire;
|
|
}
|
|
|
|
public (bool Pressure, bool Fire) CheckPressureAndFire(EntityUid uid, FirelockComponent firelock)
|
|
{
|
|
var query = GetEntityQuery<AirtightComponent>();
|
|
if (query.TryGetComponent(uid, out AirtightComponent? airtight))
|
|
return CheckPressureAndFire(uid, firelock, Transform(uid), airtight, query);
|
|
return (false, false);
|
|
}
|
|
|
|
public (bool Pressure, bool Fire) CheckPressureAndFire(
|
|
EntityUid uid,
|
|
FirelockComponent firelock,
|
|
TransformComponent xform,
|
|
AirtightComponent airtight,
|
|
EntityQuery<AirtightComponent> airtightQuery)
|
|
{
|
|
if (!airtight.AirBlocked)
|
|
return (false, false);
|
|
|
|
if (TryComp(uid, out DockingComponent? dock) && dock.Docked)
|
|
{
|
|
// Currently docking automatically opens the doors. But maybe in future, check the pressure difference before opening doors?
|
|
return (false, false);
|
|
}
|
|
|
|
if (!TryComp(xform.ParentUid, out GridAtmosphereComponent? gridAtmosphere))
|
|
return (false, false);
|
|
|
|
var grid = Comp<MapGridComponent>(xform.ParentUid);
|
|
var pos = grid.CoordinatesToTile(xform.Coordinates);
|
|
var minPressure = float.MaxValue;
|
|
var maxPressure = float.MinValue;
|
|
var minTemperature = float.MaxValue;
|
|
var maxTemperature = float.MinValue;
|
|
bool holdingFire = false;
|
|
bool holdingPressure = false;
|
|
|
|
// We cannot simply use `_atmosSystem.GetAdjacentTileMixtures` because of how the `includeBlocked` option
|
|
// works, we want to ignore the firelock's blocking, while including blockers on other tiles.
|
|
// GetAdjacentTileMixtures also ignores empty/non-existent tiles, which we don't want. Additionally, for
|
|
// edge-fire locks, we only want to enumerate over a single directions. So AFAIK there is no nice way of
|
|
// achieving all this using existing atmos functions, and the functionality is too specialized to bother
|
|
// adding new public atmos system functions.
|
|
|
|
List<Vector2i> tiles = new(4);
|
|
List<AtmosDirection> directions = new(4);
|
|
for (var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var dir = (AtmosDirection)(1 << i);
|
|
if (airtight.AirBlockedDirection.HasFlag(dir))
|
|
{
|
|
directions.Add(dir);
|
|
tiles.Add(pos.Offset(dir));
|
|
}
|
|
}
|
|
|
|
// May also have to consider pressure on the same tile as the firelock.
|
|
var count = tiles.Count;
|
|
if (airtight.AirBlockedDirection != AtmosDirection.All)
|
|
tiles.Add(pos);
|
|
|
|
var gasses = _atmosSystem.GetTileMixtures(gridAtmosphere.Owner, xform.MapUid, tiles);
|
|
if (gasses == null)
|
|
return (false, false);
|
|
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
var gas = gasses[i];
|
|
var dir = directions[i];
|
|
var adjacentPos = tiles[i];
|
|
|
|
if (gas != null)
|
|
{
|
|
// Is there some airtight entity blocking this direction? If yes, don't include this direction in the
|
|
// pressure differential
|
|
if (HasAirtightBlocker(grid.GetAnchoredEntities(adjacentPos), dir.GetOpposite(), airtightQuery))
|
|
continue;
|
|
|
|
var p = gas.Pressure;
|
|
minPressure = Math.Min(minPressure, p);
|
|
maxPressure = Math.Max(maxPressure, p);
|
|
minTemperature = Math.Min(minTemperature, gas.Temperature);
|
|
maxTemperature = Math.Max(maxTemperature, gas.Temperature);
|
|
}
|
|
|
|
holdingPressure |= maxPressure - minPressure > firelock.PressureThreshold;
|
|
holdingFire |= maxTemperature - minTemperature > firelock.TemperatureThreshold;
|
|
|
|
if (holdingPressure && holdingFire)
|
|
return (holdingPressure, holdingFire);
|
|
}
|
|
|
|
if (airtight.AirBlockedDirection == AtmosDirection.All)
|
|
return (holdingPressure, holdingFire);
|
|
|
|
var local = gasses[count];
|
|
if (local != null)
|
|
{
|
|
var p = local.Pressure;
|
|
minPressure = Math.Min(minPressure, p);
|
|
maxPressure = Math.Max(maxPressure, p);
|
|
minTemperature = Math.Min(minTemperature, local.Temperature);
|
|
maxTemperature = Math.Max(maxTemperature, local.Temperature);
|
|
}
|
|
else
|
|
{
|
|
minPressure = Math.Min(minPressure, 0);
|
|
maxPressure = Math.Max(maxPressure, 0);
|
|
minTemperature = Math.Min(minTemperature, 0);
|
|
maxTemperature = Math.Max(maxTemperature, 0);
|
|
}
|
|
|
|
holdingPressure |= maxPressure - minPressure > firelock.PressureThreshold;
|
|
holdingFire |= maxTemperature - minTemperature > firelock.TemperatureThreshold;
|
|
|
|
return (holdingPressure, holdingFire);
|
|
}
|
|
|
|
private bool HasAirtightBlocker(IEnumerable<EntityUid> enumerable, AtmosDirection dir, EntityQuery<AirtightComponent> airtightQuery)
|
|
{
|
|
foreach (var ent in enumerable)
|
|
{
|
|
if (!airtightQuery.TryGetComponent(ent, out var airtight) || !airtight.AirBlocked)
|
|
continue;
|
|
|
|
if ((airtight.AirBlockedDirection & dir) == dir)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|