103 lines
3.8 KiB
C#
103 lines
3.8 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceNetwork;
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using Content.Server.Doors.Systems;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors;
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using JetBrains.Annotations;
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using SignalReceivedEvent = Content.Server.DeviceLinking.Events.SignalReceivedEvent;
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namespace Content.Server.DeviceLinking.Systems
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{
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[UsedImplicitly]
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public sealed class DoorSignalControlSystem : EntitySystem
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{
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorSignalControlComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<DoorSignalControlComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<DoorSignalControlComponent, DoorStateChangedEvent>(OnStateChanged);
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}
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private void OnInit(EntityUid uid, DoorSignalControlComponent component, ComponentInit args)
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{
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_signalSystem.EnsureSinkPorts(uid, component.OpenPort, component.ClosePort, component.TogglePort);
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_signalSystem.EnsureSourcePorts(uid, component.OutOpen);
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}
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private void OnSignalReceived(EntityUid uid, DoorSignalControlComponent component, ref SignalReceivedEvent args)
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{
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if (!TryComp(uid, out DoorComponent? door))
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return;
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var state = SignalState.Momentary;
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args.Data?.TryGetValue(DeviceNetworkConstants.LogicState, out state);
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if (args.Port == component.OpenPort)
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{
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if (state == SignalState.High || state == SignalState.Momentary)
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{
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if (door.State == DoorState.Closed)
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_doorSystem.TryOpen(uid, door);
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}
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}
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else if (args.Port == component.ClosePort)
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{
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if (state == SignalState.High || state == SignalState.Momentary)
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{
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if (door.State == DoorState.Open)
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_doorSystem.TryClose(uid, door);
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}
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}
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else if (args.Port == component.TogglePort)
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{
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if (state == SignalState.High || state == SignalState.Momentary)
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{
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_doorSystem.TryToggleDoor(uid, door);
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}
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}
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else if (args.Port == component.InBolt)
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{
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if (!TryComp<DoorBoltComponent>(uid, out var bolts))
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return;
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// if its a pulse toggle, otherwise set bolts to high/low
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bool bolt;
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if (state == SignalState.Momentary)
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{
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bolt = !bolts.BoltsDown;
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}
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else
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{
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bolt = state == SignalState.High;
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}
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_doorSystem.SetBoltsDown((uid, bolts), bolt);
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}
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}
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private void OnStateChanged(EntityUid uid, DoorSignalControlComponent door, DoorStateChangedEvent args)
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{
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if (args.State == DoorState.Closed)
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{
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// only ever say the door is closed when it is completely airtight
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_signalSystem.SendSignal(uid, door.OutOpen, false);
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}
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else if (args.State == DoorState.Open
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|| args.State == DoorState.Opening
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|| args.State == DoorState.Closing
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|| args.State == DoorState.Emagging)
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{
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// say the door is open whenever it would be letting air pass
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_signalSystem.SendSignal(uid, door.OutOpen, true);
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}
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}
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}
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}
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