70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using Content.Server.Doors.Components;
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using Content.Shared.Doors;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Doors
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{
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/// <summary>
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/// Used on the server side to manage global access level overrides.
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/// </summary>
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internal sealed class DoorSystem : SharedDoorSystem
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{
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/// <summary>
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/// Determines the base access behavior of all doors on the station.
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/// </summary>
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public AccessTypes AccessType { get; set; }
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/// <summary>
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/// How door access should be handled.
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/// </summary>
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public enum AccessTypes
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{
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/// <summary> ID based door access. </summary>
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Id,
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/// <summary>
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/// Allows everyone to open doors, except external which airlocks are still handled with ID's
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/// </summary>
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AllowAllIdExternal,
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/// <summary>
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/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
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/// ID access.
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/// </summary>
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AllowAllNoExternal,
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/// <summary> Allows everyone to open all doors. </summary>
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AllowAll
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}
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public override void Initialize()
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{
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base.Initialize();
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AccessType = AccessTypes.Id;
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SubscribeLocalEvent<ServerDoorComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, ServerDoorComponent component, StartCollideEvent args)
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{
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if (!EntityManager.HasComponent<DoorBumpOpenerComponent>(args.OtherFixture.Body.Owner))
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{
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return;
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}
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if (component.State != SharedDoorComponent.DoorState.Closed)
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{
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return;
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}
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if (!component.BumpOpen)
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{
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return;
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}
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// Disabled because it makes it suck hard to walk through double doors.
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component.TryOpen(args.OtherFixture.Body.Owner);
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}
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}
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}
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