Files
OldThink/Content.Shared/Access/Systems/AccessReaderSystem.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
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using Content.Shared.PDA;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Content.Shared.Access.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
namespace Content.Shared.Access.Systems
{
public class AccessReaderSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AccessReaderComponent, ComponentInit>(OnInit);
}
private void OnInit(EntityUid uid, AccessReaderComponent reader, ComponentInit args)
{
var allTags = reader.AccessLists.SelectMany(c => c).Union(reader.DenyTags);
foreach (var level in allTags)
{
if (!_prototypeManager.HasIndex<AccessLevelPrototype>(level))
{
Logger.ErrorS("access", $"Invalid access level: {level}");
}
}
}
/// <summary>
/// Searches an <see cref="AccessComponent"/> in the entity itself, in its active hand or in its ID slot.
/// Then compares the found access with the configured access lists to see if it is allowed.
/// </summary>
/// <remarks>
/// If no access is found, an empty set is used instead.
/// </remarks>
/// <param name="entity">The entity to be searched for access.</param>
public bool IsAllowed(AccessReaderComponent reader, EntityUid entity)
{
var tags = FindAccessTags(entity);
return IsAllowed(reader, tags);
}
public bool IsAllowed(AccessReaderComponent reader, ICollection<string> accessTags)
{
if (reader.DenyTags.Overlaps(accessTags))
{
// Sec owned by cargo.
return false;
}
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return !reader.Enabled || reader.AccessLists.Count == 0 || reader.AccessLists.Any(a => a.IsSubsetOf(accessTags));
}
public ICollection<string> FindAccessTags(EntityUid uid)
{
// check entity itself
if (FindAccessTagsItem(uid, out var tags))
return tags;
// maybe access component inside its hands?
if (EntityManager.TryGetComponent(uid, out SharedHandsComponent? hands))
{
if (hands.TryGetActiveHeldEntity(out var heldItem) &&
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FindAccessTagsItem(heldItem.Value, out tags))
{
return tags;
}
}
// maybe its inside an inventory slot?
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && FindAccessTagsItem(idUid.Value, out tags))
return tags;
return Array.Empty<string>();
}
/// <summary>
/// Try to find <see cref="AccessComponent"/> on this item
/// or inside this item (if it's pda)
/// </summary>
private bool FindAccessTagsItem(EntityUid uid, [NotNullWhen(true)] out HashSet<string>? tags)
{
if (EntityManager.TryGetComponent(uid, out AccessComponent? access))
{
tags = access.Tags;
return true;
}
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if (EntityManager.TryGetComponent(uid, out PDAComponent? pda) &&
pda.ContainedID?.Owner is {Valid: true} id)
{
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tags = EntityManager.GetComponent<AccessComponent>(id).Tags;
return true;
}
tags = null;
return false;
}
}
}