Move Access to ECS (#4826)
* Moved access to ecs * Fixed tests * Moved test to integration * Better IoC * Moved preset ID card * Moved id card to ECS * Moved access component to ECS * Fixed pda access * Final touches Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
119
Content.Server/Access/Systems/AccessReaderSystem.cs
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119
Content.Server/Access/Systems/AccessReaderSystem.cs
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using Content.Server.Access.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Shared.Access;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.Access.Systems
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{
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public class AccessReaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AccessReader, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, AccessReader reader, ComponentInit args)
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{
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var allTags = reader.AccessLists.SelectMany(c => c).Union(reader.DenyTags);
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foreach (var level in allTags)
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{
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if (!_prototypeManager.HasIndex<AccessLevelPrototype>(level))
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{
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Logger.ErrorS("access", $"Invalid access level: {level}");
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}
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}
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}
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/// <summary>
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/// Searches an <see cref="AccessComponent"/> in the entity itself, in its active hand or in its ID slot.
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/// Then compares the found access with the configured access lists to see if it is allowed.
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/// </summary>
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/// <remarks>
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/// If no access is found, an empty set is used instead.
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/// </remarks>
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/// <param name="entity">The entity to be searched for access.</param>
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public bool IsAllowed(AccessReader reader, EntityUid entity)
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{
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var tags = FindAccessTags(entity);
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return IsAllowed(reader, tags);
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}
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public bool IsAllowed(AccessReader reader, ICollection<string> accessTags)
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{
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if (reader.DenyTags.Overlaps(accessTags))
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{
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// Sec owned by cargo.
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return false;
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}
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return reader.AccessLists.Count == 0 || reader.AccessLists.Any(a => a.IsSubsetOf(accessTags));
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}
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public ICollection<string> FindAccessTags(EntityUid uid)
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{
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// check entity itself
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if (FindAccessTagsItem(uid, out var tags))
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return tags;
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// maybe access component inside its hands?
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if (EntityManager.TryGetComponent(uid, out SharedHandsComponent? hands))
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{
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if (hands.TryGetActiveHeldEntity(out var heldItem) &&
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FindAccessTagsItem(heldItem.Uid, out tags))
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{
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return tags;
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}
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}
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// maybe its inside an inventory slot?
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if (EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent))
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{
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if (inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
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FindAccessTagsItem(item.Owner.Uid, out tags)
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)
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{
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return tags;
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}
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}
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return Array.Empty<string>();
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}
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/// <summary>
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/// Try to find <see cref="AccessComponent"/> on this item
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/// or inside this item (if it's pda)
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/// </summary>
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private bool FindAccessTagsItem(EntityUid uid, [NotNullWhen(true)] out HashSet<string>? tags)
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{
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if (EntityManager.TryGetComponent(uid, out AccessComponent? access))
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{
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tags = access.Tags;
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return true;
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}
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if (EntityManager.TryGetComponent(uid, out PDAComponent? pda))
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{
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tags = pda?.ContainedID?.Owner?.GetComponent<AccessComponent>()?.Tags;
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return tags != null;
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}
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tags = null;
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return false;
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}
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}
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}
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24
Content.Server/Access/Systems/AccessSystem.cs
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24
Content.Server/Access/Systems/AccessSystem.cs
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using Content.Server.Access.Components;
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using Robust.Shared.GameObjects;
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using System.Collections.Generic;
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namespace Content.Server.Access.Systems
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{
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public class AccessSystem : EntitySystem
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{
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/// <summary>
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/// Replaces the set of access tags we have with the provided set.
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/// </summary>
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/// <param name="newTags">The new access tags</param>
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public bool TrySetTags(EntityUid uid, IEnumerable<string> newTags, AccessComponent? access = null)
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{
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if (!Resolve(uid, ref access))
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return false;
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access.Tags.Clear();
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access.Tags.UnionWith(newTags);
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return true;
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}
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}
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}
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70
Content.Server/Access/Systems/IdCardSystem.cs
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70
Content.Server/Access/Systems/IdCardSystem.cs
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using Content.Server.Access.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.Access.Systems
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{
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public class IdCardSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardComponent, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, IdCardComponent id, ComponentInit args)
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{
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id.OriginalOwnerName ??= id.Owner.Name;
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UpdateEntityName(uid, id);
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}
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public bool TryChangeJobTitle(EntityUid uid, string jobTitle, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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id.JobTitle = jobTitle;
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UpdateEntityName(uid, id);
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return true;
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}
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public bool TryChangeFullName(EntityUid uid, string fullName, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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id.FullName = fullName;
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UpdateEntityName(uid, id);
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return true;
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}
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/// <summary>
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/// Changes the <see cref="Entity.Name"/> of <see cref="Component.Owner"/>.
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/// </summary>
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/// <remarks>
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/// If either <see cref="FullName"/> or <see cref="JobTitle"/> is empty, it's replaced by placeholders.
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/// If both are empty, the original entity's name is restored.
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/// </remarks>
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private void UpdateEntityName(EntityUid uid, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return;
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if (string.IsNullOrWhiteSpace(id.FullName) && string.IsNullOrWhiteSpace(id.JobTitle))
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{
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id.Owner.Name = id.OriginalOwnerName;
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return;
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}
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var jobSuffix = string.IsNullOrWhiteSpace(id.JobTitle) ? string.Empty : $" ({id.JobTitle})";
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id.Owner.Name = string.IsNullOrWhiteSpace(id.FullName)
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? Loc.GetString("access-id-card-component-owner-name-job-title-text",
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("originalOwnerName", id.OriginalOwnerName),
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("jobSuffix", jobSuffix))
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: Loc.GetString("access-id-card-component-owner-full-name-job-title-text",
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("fullName", id.FullName),
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("jobSuffix", jobSuffix));
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}
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}
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}
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40
Content.Server/Access/Systems/PresetIdCardSystem.cs
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40
Content.Server/Access/Systems/PresetIdCardSystem.cs
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using Content.Server.Access.Components;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using System;
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namespace Content.Server.Access.Systems
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{
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public class PresetIdCardSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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[Dependency] private readonly AccessSystem _accessSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PresetIdCardComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, PresetIdCardComponent id, MapInitEvent args)
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{
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if (id.JobName == null) return;
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if (!_prototypeManager.TryIndex(id.JobName, out JobPrototype? job))
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{
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Logger.ErrorS("access", $"Invalid job id ({id.JobName}) for preset card");
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return;
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}
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// set access for access component
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_accessSystem.TrySetTags(uid, job.Access);
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// and also change job title on a card id
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_cardSystem.TryChangeJobTitle(uid, job.Name);
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}
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}
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}
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