Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/DoorSystem.cs
DrSmugleaf 5c0cf1b1a0 Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00

80 lines
2.5 KiB
C#

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
{
/// <summary>
/// Determines the base access behavior of all doors on the station.
/// </summary>
public AccessTypes AccessType { get; set; }
/// <summary>
/// How door access should be handled.
/// </summary>
public enum AccessTypes
{
/// <summary> ID based door access. </summary>
Id,
/// <summary>
/// Allows everyone to open doors, except external which airlocks are still handled with ID's
/// </summary>
AllowAllIdExternal,
/// <summary>
/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
/// ID access.
/// </summary>
AllowAllNoExternal,
/// <summary> Allows everyone to open all doors. </summary>
AllowAll
}
private readonly List<ServerDoorComponent> _activeDoors = new();
public override void Initialize()
{
base.Initialize();
AccessType = AccessTypes.Id;
SubscribeLocalEvent<DoorStateMessage>(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();
}
}
/// <inheritdoc />
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);
}
}
}
}