Extended access system (#8469)
* Extended access system Allows jobs to specify "extended" access levels, which will be granted if the round-start crew count is below a certain threshold. * Extended accesses for jobs * Spook
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@@ -1,4 +1,7 @@
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using Content.Server.Access.Components;
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using Content.Server.GameTicking;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Access.Systems;
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using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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@@ -10,16 +13,50 @@ namespace Content.Server.Access.Systems
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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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[Dependency] private readonly StationSystem _stationSystem = 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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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(PlayerJobsAssigned);
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}
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private void PlayerJobsAssigned(RulePlayerJobsAssignedEvent ev)
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{
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// Go over all ID cards and make sure they're correctly configured for extended access.
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foreach (var card in EntityQuery<PresetIdCardComponent>())
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{
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var station = _stationSystem.GetOwningStation(card.Owner);
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// If we're not on an extended access station, the ID is already configured correctly from MapInit.
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if (station == null || !Comp<StationJobsComponent>(station.Value).ExtendedAccess)
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return;
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SetupIdAccess(card.Owner, card, true);
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}
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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 a preset ID card is spawned on a station at setup time,
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// the station may not exist,
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// or may not yet know whether it is on extended access (players not spawned yet).
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// PlayerJobsAssigned makes sure extended access is configured correctly in that case.
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var station = _stationSystem.GetOwningStation(id.Owner);
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var extended = false;
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if (station != null)
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extended = Comp<StationJobsComponent>(station.Value).ExtendedAccess;
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SetupIdAccess(uid, id, extended);
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}
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private void SetupIdAccess(EntityUid uid, PresetIdCardComponent id, bool extended)
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{
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if (id.JobName == null)
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return;
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if (!_prototypeManager.TryIndex(id.JobName, out JobPrototype? job))
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{
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@@ -27,9 +64,7 @@ namespace Content.Server.Access.Systems
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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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_accessSystem.TryAddGroups(uid, job.AccessGroups);
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_accessSystem.SetAccessToJob(uid, job, extended);
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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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