Station AI ability to electricute doors (#32012)
* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -77,8 +77,20 @@ public abstract partial class SharedDoorSystem
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public void SetBoltsDown(Entity<DoorBoltComponent> ent, bool value, EntityUid? user = null, bool predicted = false)
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{
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TrySetBoltDown(ent, value, user, predicted);
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}
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public bool TrySetBoltDown(
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Entity<DoorBoltComponent> ent,
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bool value,
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EntityUid? user = null,
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bool predicted = false
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)
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{
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if (!_powerReceiver.IsPowered(ent.Owner))
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return false;
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if (ent.Comp.BoltsDown == value)
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return;
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return false;
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ent.Comp.BoltsDown = value;
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Dirty(ent, ent.Comp);
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@@ -89,6 +101,7 @@ public abstract partial class SharedDoorSystem
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Audio.PlayPredicted(sound, ent, user: user);
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else
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Audio.PlayPvs(sound, ent);
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return true;
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}
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private void OnStateChanged(Entity<DoorBoltComponent> entity, ref DoorStateChangedEvent args)
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