Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Adds a cover lock for fire alarms, makes fire alarms trip the lock when a fire is encountered #11271

Merged
merged 5 commits into from
Aug 15, 2024

Conversation

XeonMations
Copy link
Contributor

@XeonMations XeonMations commented Jul 31, 2024

About The Pull Request

Adds in a toggleable cover lock for fire alarms, able to be toggled with Alt Click and atleast an atmopsherics level ID.

The lock is also triggered when a fire is detected.

Why It's Good For The Game

Finally allows our engineers to lock fire alarms so that some random assistant can't undo the fire alarm, making the fire spread.

Testing Photographs and Procedure

Screenshots&Videos
2024-08-07.03-31-21.mp4

Changelog

🆑 XeonMations
add: Gave fire alarms a toggleable lock. (Requires atmospherics access)
balance: Fire alarms now lock themselves when they detect a fire.
/:cl:

@PowerfulBacon
Copy link
Member

If you don't have a crowbar, disabling the fire alarm is the only way to pass through a fire-lock

@XeonMations
Copy link
Contributor Author

If you don't have a crowbar, disabling the fire alarm is the only way to pass through a fire-lock

Would you like for me to add in a manual release for a fire lock, like how a few other codebases handle it?

@MarkusLarsson421
Copy link
Contributor

MarkusLarsson421 commented Jul 31, 2024

Can silicons turn on the lock too?

A sprite update for when it is locked would be good.

@XeonMations
Copy link
Contributor Author

Can silicons turn on the lock too?

Silicons can toggle the lock the same as atmospheric technicians can.

@XeonMations XeonMations marked this pull request as ready for review July 31, 2024 17:50
Copy link
Contributor

@Rukofamicom Rukofamicom left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Please add a visual indicator for when the alarms are locked.

Copy link

github-actions bot commented Aug 7, 2024

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@Rukofamicom
Copy link
Contributor

Rukofamicom commented Aug 7, 2024

Would like @PowerfulBacon's opinion on this as well before merging myself though.

I have no issues with a crewmember helplessly dying trapped inside of firelocks, it's way better than the alternative scenario for both crew and the antag which caused the firestorm in most cases. Their target is trapped and killed, and the rest of the crew doesn't deal with the selfish aftermath of them letting the hellfire spread and negating the purpose of bulkheads in the first place.

@PowerfulBacon
Copy link
Member

PowerfulBacon commented Aug 7, 2024

I think people should still have some way of passing firelocks in a situation where they are trapped within environmental hazard since environmental hazards are only fun when there's actually something you can do about them. If a fire just causes everyone in the room to die then and there's no escaping them, then that would be horrifically unfun.

In addition to this, firedoors need to not be an impassable barrier for when there are no fires, if an antag is running through the hall them the AI shouldn't be able to fully trap the person. (I believe they can use their ID on the door in this case)

I don't really think a lock should exist for the sake of preventing people from upping firelocks alone, since people up the firelocks because they are annoying and get in the way.

@PowerfulBacon
Copy link
Member

I am still fine with this being merged though since if it becomes unfun and annoying, people will complain and we can just change it

@Rukofamicom
Copy link
Contributor

Rukofamicom commented Aug 15, 2024

I think this is one of those barriers that's positive overall, if it isn't the players will definitely be letting us know.

Going to let this sit a little longer for Xeon to respond themselves for now though.

@XeonMations
Copy link
Contributor Author

I believe it'll be positive overall, but we'll have to see based off player experience, I believe. Unsure what else to really mention, myself.

Oh and I added in the function of being able to toggle the lock with an ID or a PDA with access.

@Rukofamicom Rukofamicom added this pull request to the merge queue Aug 15, 2024
Merged via the queue into BeeStation:master with commit 38a582a Aug 15, 2024
8 checks passed
@XeonMations XeonMations deleted the fire-alarm-locks branch September 11, 2024 07:06
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants