> didnt pjb have issues with doing the control stuff in an overlay and just wanted direct texture draw I ended up doing dis.
123 lines
4.1 KiB
C#
123 lines
4.1 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Roles;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Access.Systems
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{
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public abstract class SharedAccessSystem : 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<AccessComponent, MapInitEvent>(OnAccessInit);
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SubscribeLocalEvent<AccessComponent, ComponentGetState>(OnAccessGetState);
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SubscribeLocalEvent<AccessComponent, ComponentHandleState>(OnAccessHandleState);
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}
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private void OnAccessHandleState(EntityUid uid, AccessComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not AccessComponentState state) return;
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// Don't do = because prediction and refs
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component.Tags.Clear();
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component.Groups.Clear();
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component.Tags.UnionWith(state.Tags);
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component.Groups.UnionWith(state.Groups);
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}
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private void OnAccessGetState(EntityUid uid, AccessComponent component, ref ComponentGetState args)
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{
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args.State = new AccessComponentState()
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{
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Tags = component.Tags,
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Groups = component.Groups,
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};
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}
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private void OnAccessInit(EntityUid uid, AccessComponent component, MapInitEvent args)
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{
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// Add all tags in groups to the list of tags.
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foreach (var group in component.Groups)
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{
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if (!_prototypeManager.TryIndex<AccessGroupPrototype>(group, out var proto))
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continue;
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component.Tags.UnionWith(proto.Tags);
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}
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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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Dirty(access);
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return true;
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}
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public bool TryAddGroups(EntityUid uid, IEnumerable<string> newGroups, 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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foreach (var group in newGroups)
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{
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if (!_prototypeManager.TryIndex<AccessGroupPrototype>(group, out var proto))
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continue;
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access.Tags.UnionWith(proto.Tags);
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}
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Dirty(access);
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return true;
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}
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/// <summary>
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/// Set the access on an <see cref="AccessComponent"/> to the access for a specific job.
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/// </summary>
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/// <param name="uid">The ID of the entity with the access component.</param>
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/// <param name="prototype">The job prototype to use access from.</param>
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/// <param name="extended">Whether to apply extended job access.</param>
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/// <param name="access">The access component.</param>
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public void SetAccessToJob(
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EntityUid uid,
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JobPrototype prototype,
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bool extended,
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AccessComponent? access = null)
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{
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if (!Resolve(uid, ref access))
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return;
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access.Tags.Clear();
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access.Tags.UnionWith(prototype.Access);
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TryAddGroups(uid, prototype.AccessGroups, access);
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if (extended)
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{
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access.Tags.UnionWith(prototype.ExtendedAccess);
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TryAddGroups(uid, prototype.ExtendedAccessGroups, access);
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}
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}
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[Serializable, NetSerializable]
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private sealed class AccessComponentState : ComponentState
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{
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public HashSet<string> Tags = new();
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public HashSet<string> Groups = new();
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}
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}
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}
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