#nullable enable
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
///
/// Used on the server side to manage global access level overrides.
///
class ServerDoorSystem : 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;
}
}
}