Firelocks only open on click (not close) (#16516)
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@@ -27,7 +27,6 @@ namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly AirlockSystem _airlock = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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@@ -208,34 +207,6 @@ public sealed class DoorSystem : SharedDoorSystem
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}
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#endregion
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/// <summary>
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/// Does the user have the permissions required to open this door?
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/// </summary>
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public override bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
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{
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// TODO network AccessComponent for predicting doors
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// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
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if (user == null || AccessType == AccessTypes.AllowAll)
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return true;
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// If the door is on emergency access we skip the checks.
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if (TryComp<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
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return true;
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if (!Resolve(uid, ref access, false))
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return true;
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var isExternal = access.AccessLists.Any(list => list.Contains("External"));
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return AccessType switch
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{
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// Some game modes modify access rules.
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AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, access),
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AccessTypes.AllowAllNoExternal => !isExternal,
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_ => _accessReaderSystem.IsAllowed(user.Value, access)
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};
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}
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/// <summary>
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/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
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@@ -74,7 +74,7 @@ namespace Content.Server.Remotes
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}
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if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent) &&
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!_doorSystem.HasAccess(args.Target.Value, args.Used, accessComponent))
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!_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
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{
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_doorSystem.Deny(args.Target.Value, doorComp, args.User);
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ShowPopupToUser("door-remote-denied", args.User);
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@@ -1,5 +1,6 @@
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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@@ -29,6 +30,7 @@ public abstract class SharedDoorSystem : EntitySystem
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
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[Dependency] private readonly OccluderSystem _occluder = default!;
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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/// <summary>
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/// A body must have an intersection percentage larger than this in order to be considered as colliding with a
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@@ -252,7 +254,7 @@ public abstract class SharedDoorSystem : EntitySystem
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user))
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if (!HasAccess(uid, user, door))
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{
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if (!quiet)
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Deny(uid, door);
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@@ -325,7 +327,7 @@ public abstract class SharedDoorSystem : EntitySystem
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if (ev.Cancelled)
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return false;
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if (!HasAccess(uid, user))
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if (!HasAccess(uid, user, door))
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return false;
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return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
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@@ -476,13 +478,39 @@ public abstract class SharedDoorSystem : EntitySystem
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#endregion
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#region Access
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public virtual bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
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/// <summary>
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/// Does the user have the permissions required to open this door?
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/// </summary>
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public bool HasAccess(EntityUid uid, EntityUid? user = null, DoorComponent? door = null, AccessReaderComponent? access = null)
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{
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// TODO network AccessComponent for predicting doors
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// Currently all door open/close & door-bumper collision stuff is done server side.
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// so this return value means nothing.
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// if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
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if (user == null || AccessType == AccessTypes.AllowAll)
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return true;
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// If the door is on emergency access we skip the checks.
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if (TryComp<AirlockComponent>(uid, out var airlock) && airlock.EmergencyAccess)
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return true;
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// Can't click to close firelocks.
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if (Resolve(uid, ref door) && door.State == DoorState.Open &&
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TryComp<FirelockComponent>(uid, out var firelock))
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return false;
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if (!Resolve(uid, ref access, false))
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return true;
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var isExternal = access.AccessLists.Any(list => list.Contains("External"));
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return AccessType switch
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{
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// Some game modes modify access rules.
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AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, access),
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AccessTypes.AllowAllNoExternal => !isExternal,
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_ => _accessReaderSystem.IsAllowed(user.Value, access)
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};
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}
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/// <summary>
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