Files
tbd-station-14/Content.Server/Doors/Electronics/Systems/DoorElectronicsSystem.cs
c4llv07e 64bb8dbdd5 Add door electronics access configuration menu (#17778)
* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-01 17:06:13 +11:00

70 lines
2.3 KiB
C#

using System.Linq;
using Content.Server.Doors.Electronics;
using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.Doors.Electronics;
using Content.Shared.Doors;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Server.Doors.Electronics;
public sealed class DoorElectronicsSystem : EntitySystem
{
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorElectronicsComponent, DoorElectronicsUpdateConfigurationMessage>(OnChangeConfiguration);
SubscribeLocalEvent<DoorElectronicsComponent, AccessReaderConfigurationChangedEvent>(OnAccessReaderChanged);
SubscribeLocalEvent<DoorElectronicsComponent, BoundUIOpenedEvent>(OnBoundUIOpened);
}
public void UpdateUserInterface(EntityUid uid, DoorElectronicsComponent component)
{
var accesses = new List<ProtoId<AccessLevelPrototype>>();
if (TryComp<AccessReaderComponent>(uid, out var accessReader))
{
foreach (var accessList in accessReader.AccessLists)
{
var access = accessList.FirstOrDefault();
accesses.Add(access);
}
}
var state = new DoorElectronicsConfigurationState(accesses);
_uiSystem.TrySetUiState(uid, DoorElectronicsConfigurationUiKey.Key, state);
}
private void OnChangeConfiguration(
EntityUid uid,
DoorElectronicsComponent component,
DoorElectronicsUpdateConfigurationMessage args)
{
var accessReader = EnsureComp<AccessReaderComponent>(uid);
_accessReader.SetAccesses(uid, accessReader, args.AccessList);
}
private void OnAccessReaderChanged(
EntityUid uid,
DoorElectronicsComponent component,
AccessReaderConfigurationChangedEvent args)
{
UpdateUserInterface(uid, component);
}
private void OnBoundUIOpened(
EntityUid uid,
DoorElectronicsComponent component,
BoundUIOpenedEvent args)
{
UpdateUserInterface(uid, component);
}
}