Files
tbd-station-14/Content.Server/Doors/Systems/DoorSystem.cs

70 lines
2.1 KiB
C#

using Content.Server.Doors.Components;
using Content.Shared.Doors;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Doors
{
/// <summary>
/// Used on the server side to manage global access level overrides.
/// </summary>
internal sealed class DoorSystem : SharedDoorSystem
{
/// <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
}
public override void Initialize()
{
base.Initialize();
AccessType = AccessTypes.Id;
SubscribeLocalEvent<ServerDoorComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, ServerDoorComponent component, StartCollideEvent args)
{
if (!EntityManager.HasComponent<DoorBumpOpenerComponent>(args.OtherFixture.Body.Owner))
{
return;
}
if (component.State != SharedDoorComponent.DoorState.Closed)
{
return;
}
if (!component.BumpOpen)
{
return;
}
// Disabled because it makes it suck hard to walk through double doors.
component.TryOpen(args.OtherFixture.Body.Owner);
}
}
}