Move access levels to prototypes.
Also adds captain & ID computer access levels. Fixes ID computer not saving access changes correctly.
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@@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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@@ -13,6 +12,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameObjects.Components.Access
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{
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@@ -23,6 +23,7 @@ namespace Content.Server.GameObjects.Components.Access
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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[Dependency] private readonly ILocalizationManager _localizationManager;
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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private BoundUserInterface _userInterface;
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@@ -93,7 +94,7 @@ namespace Content.Server.GameObjects.Components.Access
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targetIdComponent.FullName = newFullName;
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targetIdComponent.JobTitle = newJobTitle;
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if (!newAccessList.TrueForAll(x => SharedAccess.AllAccess.Contains(x)))
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if (!newAccessList.TrueForAll(x => _prototypeManager.HasIndex<AccessLevelPrototype>(x)))
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{
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Logger.Warning($"Tried to write unknown access tag.");
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return;
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