using Content.Server.GameObjects.Components.Doors; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; 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 } public override void Initialize() { base.Initialize(); AccessType = AccessTypes.Id; } /// public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery()) { comp.OnUpdate(frameTime); } } } }