* Add AccessTypes, let RuleSuspicion change it * Fix enum description Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Move check to CanOpen() Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
52 lines
1.5 KiB
C#
52 lines
1.5 KiB
C#
using Content.Server.GameObjects.Components.Doors;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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class DoorSystem : EntitySystem
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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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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<ServerDoorComponent>())
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{
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comp.OnUpdate(frameTime);
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}
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}
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}
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}
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