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Factor out door bolts from DoorSystem into BoltSystem #39247
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…e, not just a locstring. Take the random default BaseTime out of the GetPryTimeModifierEvent, this default was never used. BaseTime is set at construction of the event from PryableComponent instead of an event on PryableComponent. Use `Entity<T>` for OnDoorAltVerb, OnDoAfter Use `Resolve` on nullable component arguments in public functions. Use `Entity<T>` pattern in private functions Add some comments and change some variable names in `PryingSystem for clarity.`
fix high sec door not being pryable fix blast door being pryable
…em.cs` - Change `DoorRemoteSystem` to work with `DoorBoltComponent` directly, without required a `DoorComponent` - Remove requirement for `DoorComponent` from `SharedDoorSystem.HasAccess(...)` making it a target for future access checking refactor - Add a flag to `DoorBoltComponent` to allow bolts and the bolt indicator to work without being powered (for future turnstile work) - Add a `BeforeBoltEvent` to allow cancellation of bolting besides power (for future turnstile work) - Add a `PassagewayAccessRequest` event to check for oddball access overrides like on firelocks and emergency access doors - Remove `SetBoltsDown` because it's literally just `TrySetBoltsDown` without a return value - Generalize some localizations to use the entity's name
…pen, pry closed, powered, unpowered, welded, unwelded, hand pry, crowbar, jaws of life.
This reverts commit a512578.
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Labels
A: Core Tech
Area: Underlying core tech for the game and the Github repository.
A: General Interactions
Area: General in-game interactions that don't relate to another area.
D1: High
Difficulty: Extensive codebase knowledge required.
P1: High
Priority: Higher priority than other items, but isn't an emergency.
S: Draft
Status: This is a draft and might need to be retriaged upon opening.
S: Merge Conflict
Status: Needs to resolve merge conflicts before it can be accepted
S: Needs Review
Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved.
size/M
Denotes a PR that changes 100-999 lines.
T: Refactor
Type: Refactor of notable amount of codebase
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About the PR
NOTE: THIS DEPENDS ON #37689
I've taken most of the code from
SharedDoorSystem.Boltsand put it into aSharedBoltSystem.This should pave the way to allowing door bolts or bolt-like attributes to other entities like turnstiles.
There's also a new datafield that is currently unused but will be used for turnstiles
BoltsRequirePower.Setting this to false will allow bolts to actuate and the bolt indicators to show without the entity being powered.
Why / Balance
Code refactor, atomizing PRs leading to full implementation of #37350.
Technical details
It should hopefully be relatively obvious what I pull out of
DoorSystem.Boltsand how it fits together.I've also added a
PassagewayAccessRequestevent to remove hardcoded component dependencies such asAirlockComponentfor emergency access mode andFirelockComponentfor firelock access. This event is raised inSharedDoorSystem.HasAccess.Media
No media
Requirements
Breaking changes
All functions from
SharedDoorSystem.Boltsand been moved intoSharedBoltSystemSharedDoorSystem.HasAccessno longer takesDoorComponentargument.SetBoltsDownhas been removed, just useTrySetBoltsDownand ignore the return.