using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Doors;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
class DoorSystem : EntitySystem
{
///
/// Determines the base access behavior of all doors on the station.
///
public AccessTypes AccessType { get; set; }
///
/// How door access should be handled.
///
public enum AccessTypes
{
/// ID based door access.
Id,
///
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
///
AllowAllIdExternal,
///
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
/// ID access.
///
AllowAllNoExternal,
/// Allows everyone to open all doors.
AllowAll
}
private readonly List _activeDoors = new();
public override void Initialize()
{
base.Initialize();
AccessType = AccessTypes.Id;
SubscribeLocalEvent(HandleDoorState);
}
private void HandleDoorState(DoorStateMessage message)
{
switch (message.State)
{
case ServerDoorComponent.DoorState.Closed:
_activeDoors.Remove(message.Component);
break;
case ServerDoorComponent.DoorState.Open:
_activeDoors.Add(message.Component);
break;
case ServerDoorComponent.DoorState.Closing:
case ServerDoorComponent.DoorState.Opening:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
///
public override void Update(float frameTime)
{
for (var i = _activeDoors.Count - 1; i >= 0; i--)
{
var comp = _activeDoors[i];
if (comp.Deleted)
_activeDoors.RemoveAt(i);
comp.OnUpdate(frameTime);
}
}
}
}