Machine Linking Overhaul (#7160)
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using Content.Server.MachineLinking.Components;
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using Content.Server.MachineLinking.Events;
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using Content.Server.Doors.Systems;
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using Content.Shared.Doors.Components;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.MachineLinking.System
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{
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[UsedImplicitly]
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public sealed class DoorSignalControlSystem : EntitySystem
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{
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorSignalControlComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<DoorSignalControlComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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private void OnInit(EntityUid uid, DoorSignalControlComponent component, ComponentInit args)
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{
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var receiver = EnsureComp<SignalReceiverComponent>(uid);
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foreach (string port in new[] { "Open", "Close", "Toggle" })
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if (!receiver.Inputs.ContainsKey(port))
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receiver.AddPort(port);
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}
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private void OnSignalReceived(EntityUid uid, DoorSignalControlComponent component, SignalReceivedEvent args)
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{
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if (!TryComp(uid, out DoorComponent? door)) return;
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switch (args.Port)
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{
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case "Open": if (door.State != DoorState.Open) _doorSystem.TryOpen(uid, door); break;
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case "Close": if (door.State != DoorState.Closed) _doorSystem.TryClose(uid, door); break;
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case "Toggle": _doorSystem.TryToggleDoor(uid); break;
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}
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}
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}
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}
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