Files
tbd-station-14/Content.Shared/Access/Systems/SharedAccessSystem.cs
metalgearsloth 1e30848cf7 Add a debug overlay for accessreaders (#9681)
> didnt pjb have issues with doing the control stuff in an overlay and just wanted direct texture draw

I ended up doing dis.
2022-09-14 19:33:25 +10:00

123 lines
4.1 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Roles;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Access.Systems
{
public abstract class SharedAccessSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AccessComponent, MapInitEvent>(OnAccessInit);
SubscribeLocalEvent<AccessComponent, ComponentGetState>(OnAccessGetState);
SubscribeLocalEvent<AccessComponent, ComponentHandleState>(OnAccessHandleState);
}
private void OnAccessHandleState(EntityUid uid, AccessComponent component, ref ComponentHandleState args)
{
if (args.Current is not AccessComponentState state) return;
// Don't do = because prediction and refs
component.Tags.Clear();
component.Groups.Clear();
component.Tags.UnionWith(state.Tags);
component.Groups.UnionWith(state.Groups);
}
private void OnAccessGetState(EntityUid uid, AccessComponent component, ref ComponentGetState args)
{
args.State = new AccessComponentState()
{
Tags = component.Tags,
Groups = component.Groups,
};
}
private void OnAccessInit(EntityUid uid, AccessComponent component, MapInitEvent args)
{
// Add all tags in groups to the list of tags.
foreach (var group in component.Groups)
{
if (!_prototypeManager.TryIndex<AccessGroupPrototype>(group, out var proto))
continue;
component.Tags.UnionWith(proto.Tags);
}
}
/// <summary>
/// Replaces the set of access tags we have with the provided set.
/// </summary>
/// <param name="newTags">The new access tags</param>
public bool TrySetTags(EntityUid uid, IEnumerable<string> newTags, AccessComponent? access = null)
{
if (!Resolve(uid, ref access))
return false;
access.Tags.Clear();
access.Tags.UnionWith(newTags);
Dirty(access);
return true;
}
public bool TryAddGroups(EntityUid uid, IEnumerable<string> newGroups, AccessComponent? access = null)
{
if (!Resolve(uid, ref access))
return false;
foreach (var group in newGroups)
{
if (!_prototypeManager.TryIndex<AccessGroupPrototype>(group, out var proto))
continue;
access.Tags.UnionWith(proto.Tags);
}
Dirty(access);
return true;
}
/// <summary>
/// Set the access on an <see cref="AccessComponent"/> to the access for a specific job.
/// </summary>
/// <param name="uid">The ID of the entity with the access component.</param>
/// <param name="prototype">The job prototype to use access from.</param>
/// <param name="extended">Whether to apply extended job access.</param>
/// <param name="access">The access component.</param>
public void SetAccessToJob(
EntityUid uid,
JobPrototype prototype,
bool extended,
AccessComponent? access = null)
{
if (!Resolve(uid, ref access))
return;
access.Tags.Clear();
access.Tags.UnionWith(prototype.Access);
TryAddGroups(uid, prototype.AccessGroups, access);
if (extended)
{
access.Tags.UnionWith(prototype.ExtendedAccess);
TryAddGroups(uid, prototype.ExtendedAccessGroups, access);
}
}
[Serializable, NetSerializable]
private sealed class AccessComponentState : ComponentState
{
public HashSet<string> Tags = new();
public HashSet<string> Groups = new();
}
}
}