using Robust.Shared.Player; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Doors.Components; using Content.Shared.Doors.Systems; using Content.Shared.Physics; using Content.Shared.Access.Components; using Content.Server.Doors.Systems; using Content.Server.Doors.Components; using Content.Server.Power.EntitySystems; using Content.Shared.Interaction.Events; using static Content.Server.Remotes.DoorRemoteComponent; namespace Content.Server.Remotes { public sealed class DoorRemoteSystem : EntitySystem { [Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly DoorSystem _doorSystem = default!; [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; [Dependency] private readonly SharedAirlockSystem _sharedAirlockSystem = default!; public override void Initialize() { SubscribeLocalEvent(OnInHandActivation); SubscribeLocalEvent(OnBeforeInteract); } public void OnInHandActivation(EntityUid user, DoorRemoteComponent component, UseInHandEvent args) { string switchMessageId; switch (component.Mode) { case OperatingMode.OpenClose: component.Mode = OperatingMode.ToggleBolts; switchMessageId = "door-remote-switch-state-toggle-bolts"; break; case OperatingMode.ToggleBolts: component.Mode = OperatingMode.ToggleEmergencyAccess; switchMessageId = "door-remote-switch-state-toggle-emergency-access"; break; case OperatingMode.ToggleEmergencyAccess: component.Mode = OperatingMode.OpenClose; switchMessageId = "door-remote-switch-state-open-close"; break; default: throw new InvalidOperationException( $"{nameof(DoorRemoteComponent)} had invalid mode {component.Mode}"); } ShowPopupToUser(switchMessageId, args.User); } private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, BeforeRangedInteractEvent args) { if (args.Handled || args.Target == null || !TryComp(args.Target, out var doorComp) // If it isn't a door we don't use it || !TryComp(args.Target, out var airlockComp) // Remotes only work on airlocks // The remote can be used anywhere the user can see the door. // This doesn't work that well, but I don't know of an alternative || !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value, SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque)) return; args.Handled = true; if (!this.IsPowered(args.Target.Value, EntityManager)) { ShowPopupToUser("door-remote-no-power", args.User); return; } if (TryComp(args.Target, out var accessComponent) && !_doorSystem.HasAccess(doorComp.Owner, args.Used, accessComponent)) { _doorSystem.Deny(airlockComp.Owner, doorComp, args.User); ShowPopupToUser("door-remote-denied", args.User); return; } switch (component.Mode) { case OperatingMode.OpenClose: _doorSystem.TryToggleDoor(doorComp.Owner, doorComp, args.Used); break; case OperatingMode.ToggleBolts: //TODO: What about cut wires...? airlockComp.SetBoltsWithAudio(!airlockComp.IsBolted()); break; case OperatingMode.ToggleEmergencyAccess: _sharedAirlockSystem.ToggleEmergencyAccess(airlockComp); break; default: throw new InvalidOperationException( $"{nameof(DoorRemoteComponent)} had invalid mode {component.Mode}"); } } private void ShowPopupToUser(string messageId, EntityUid user) => _popupSystem.PopupEntity(Loc.GetString(messageId), user, Filter.Entities(user)); } }