Files
tbd-station-14/Content.Server/MachineLinking/System/DoorSignalControlSystem.cs
2022-04-04 16:13:03 +10:00

42 lines
1.6 KiB
C#

using Content.Server.MachineLinking.Components;
using Content.Server.MachineLinking.Events;
using Content.Server.Doors.Systems;
using Content.Shared.Doors.Components;
using Content.Shared.Interaction;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.MachineLinking.System
{
[UsedImplicitly]
public sealed class DoorSignalControlSystem : EntitySystem
{
[Dependency] private readonly DoorSystem _doorSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorSignalControlComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<DoorSignalControlComponent, SignalReceivedEvent>(OnSignalReceived);
}
private void OnInit(EntityUid uid, DoorSignalControlComponent component, ComponentInit args)
{
var receiver = EnsureComp<SignalReceiverComponent>(uid);
foreach (string port in new[] { "Open", "Close", "Toggle" })
if (!receiver.Inputs.ContainsKey(port))
receiver.AddPort(port);
}
private void OnSignalReceived(EntityUid uid, DoorSignalControlComponent component, SignalReceivedEvent args)
{
if (!TryComp(uid, out DoorComponent? door)) return;
switch (args.Port)
{
case "Open": if (door.State != DoorState.Open) _doorSystem.TryOpen(uid, door); break;
case "Close": if (door.State != DoorState.Closed) _doorSystem.TryClose(uid, door); break;
case "Toggle": _doorSystem.TryToggleDoor(uid); break;
}
}
}
}