Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today
This commit is contained in:
mirrorcult
2021-08-02 04:57:06 -07:00
committed by GitHub
parent 7e3d5f6cf1
commit af2e21c355
14 changed files with 545 additions and 338 deletions

View File

@@ -0,0 +1,63 @@
using Content.Server.Doors.Components;
using Content.Shared.Doors;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Doors
{
/// <summary>
/// Used on the server side to manage global access level overrides.
/// </summary>
internal sealed class DoorSystem : SharedDoorSystem
{
/// <summary>
/// Determines the base access behavior of all doors on the station.
/// </summary>
public AccessTypes AccessType { get; set; }
/// <summary>
/// How door access should be handled.
/// </summary>
public enum AccessTypes
{
/// <summary> ID based door access. </summary>
Id,
/// <summary>
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
/// </summary>
AllowAllIdExternal,
/// <summary>
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
/// ID access.
/// </summary>
AllowAllNoExternal,
/// <summary> Allows everyone to open all doors. </summary>
AllowAll
}
public override void Initialize()
{
base.Initialize();
AccessType = AccessTypes.Id;
SubscribeLocalEvent<ServerDoorComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, ServerDoorComponent component, StartCollideEvent args)
{
if (component.State != SharedDoorComponent.DoorState.Closed)
{
return;
}
if (!component.BumpOpen)
{
return;
}
// Disabled because it makes it suck hard to walk through double doors.
component.TryOpen(args.OtherFixture.Body.Owner);
}
}
}