CatStation/Content.Server/DeviceLinking/Systems/DoorSignalControlSystem.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

129 lines
4.7 KiB
C#

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