diff --git a/Content.Server/Doors/Systems/DoorSystem.cs b/Content.Server/Doors/Systems/DoorSystem.cs
index 7ec1413ba5..c263f9c437 100644
--- a/Content.Server/Doors/Systems/DoorSystem.cs
+++ b/Content.Server/Doors/Systems/DoorSystem.cs
@@ -27,7 +27,6 @@ namespace Content.Server.Doors.Systems;
public sealed class DoorSystem : SharedDoorSystem
{
- [Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
[Dependency] private readonly AirlockSystem _airlock = default!;
[Dependency] private readonly AirtightSystem _airtightSystem = default!;
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
@@ -208,34 +207,6 @@ public sealed class DoorSystem : SharedDoorSystem
}
#endregion
- ///
- /// Does the user have the permissions required to open this door?
- ///
- public override bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
- {
- // TODO network AccessComponent for predicting doors
-
- // if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
- if (user == null || AccessType == AccessTypes.AllowAll)
- return true;
-
- // If the door is on emergency access we skip the checks.
- if (TryComp(uid, out var airlock) && airlock.EmergencyAccess)
- return true;
-
- if (!Resolve(uid, ref access, false))
- return true;
-
- var isExternal = access.AccessLists.Any(list => list.Contains("External"));
-
- return AccessType switch
- {
- // Some game modes modify access rules.
- AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, access),
- AccessTypes.AllowAllNoExternal => !isExternal,
- _ => _accessReaderSystem.IsAllowed(user.Value, access)
- };
- }
///
/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
diff --git a/Content.Server/Remotes/DoorRemoteSystem.cs b/Content.Server/Remotes/DoorRemoteSystem.cs
index bbc84eec6e..8bb88abef8 100644
--- a/Content.Server/Remotes/DoorRemoteSystem.cs
+++ b/Content.Server/Remotes/DoorRemoteSystem.cs
@@ -74,7 +74,7 @@ namespace Content.Server.Remotes
}
if (TryComp(args.Target, out var accessComponent) &&
- !_doorSystem.HasAccess(args.Target.Value, args.Used, accessComponent))
+ !_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
{
_doorSystem.Deny(args.Target.Value, doorComp, args.User);
ShowPopupToUser("door-remote-denied", args.User);
diff --git a/Content.Shared/Doors/Systems/SharedDoorSystem.cs b/Content.Shared/Doors/Systems/SharedDoorSystem.cs
index 396f90da5d..af4b9101cf 100644
--- a/Content.Shared/Doors/Systems/SharedDoorSystem.cs
+++ b/Content.Shared/Doors/Systems/SharedDoorSystem.cs
@@ -1,5 +1,6 @@
using System.Linq;
using Content.Shared.Access.Components;
+using Content.Shared.Access.Systems;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
@@ -29,6 +30,7 @@ public abstract class SharedDoorSystem : EntitySystem
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] private readonly OccluderSystem _occluder = default!;
+ [Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
///
/// A body must have an intersection percentage larger than this in order to be considered as colliding with a
@@ -252,7 +254,7 @@ public abstract class SharedDoorSystem : EntitySystem
if (ev.Cancelled)
return false;
- if (!HasAccess(uid, user))
+ if (!HasAccess(uid, user, door))
{
if (!quiet)
Deny(uid, door);
@@ -325,7 +327,7 @@ public abstract class SharedDoorSystem : EntitySystem
if (ev.Cancelled)
return false;
- if (!HasAccess(uid, user))
+ if (!HasAccess(uid, user, door))
return false;
return !ev.PerformCollisionCheck || !GetColliding(uid).Any();
@@ -476,13 +478,39 @@ public abstract class SharedDoorSystem : EntitySystem
#endregion
#region Access
- public virtual bool HasAccess(EntityUid uid, EntityUid? user = null, AccessReaderComponent? access = null)
+
+ ///
+ /// Does the user have the permissions required to open this door?
+ ///
+ public bool HasAccess(EntityUid uid, EntityUid? user = null, DoorComponent? door = null, AccessReaderComponent? access = null)
{
// TODO network AccessComponent for predicting doors
- // Currently all door open/close & door-bumper collision stuff is done server side.
- // so this return value means nothing.
- return true;
+ // if there is no "user" we skip the access checks. Access is also ignored in some game-modes.
+ if (user == null || AccessType == AccessTypes.AllowAll)
+ return true;
+
+ // If the door is on emergency access we skip the checks.
+ if (TryComp(uid, out var airlock) && airlock.EmergencyAccess)
+ return true;
+
+ // Can't click to close firelocks.
+ if (Resolve(uid, ref door) && door.State == DoorState.Open &&
+ TryComp(uid, out var firelock))
+ return false;
+
+ if (!Resolve(uid, ref access, false))
+ return true;
+
+ var isExternal = access.AccessLists.Any(list => list.Contains("External"));
+
+ return AccessType switch
+ {
+ // Some game modes modify access rules.
+ AccessTypes.AllowAllIdExternal => !isExternal || _accessReaderSystem.IsAllowed(user.Value, access),
+ AccessTypes.AllowAllNoExternal => !isExternal,
+ _ => _accessReaderSystem.IsAllowed(user.Value, access)
+ };
}
///