Files
tbd-station-14/Content.Server/GameObjects/Components/Access/AccessReaderComponent.cs
2021-05-04 15:37:16 +02:00

126 lines
4.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.Access;
using Content.Shared.GameObjects.Components.Inventory;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Access
{
/// <summary>
/// Stores access levels necessary to "use" an entity
/// and allows checking if something or somebody is authorized with these access levels.
/// </summary>
[PublicAPI]
[RegisterComponent]
public class AccessReader : Component
{
public override string Name => "AccessReader";
private readonly HashSet<string> _denyTags = new();
/// <summary>
/// List of access lists to check allowed against. For an access check to pass
/// there has to be an access list that is a subset of the access in the checking list.
/// </summary>
[DataField("access")]
[ViewVariables]
public List<HashSet<string>> AccessLists { get; } = new();
/// <summary>
/// The set of tags that will automatically deny an allowed check, if any of them are present.
/// </summary>
[ViewVariables] public ISet<string> DenyTags => _denyTags;
/// <summary>
/// Searches an <see cref="IAccess"/> in the entity itself, in its active hand or in its ID slot.
/// Then compares the found access with the configured access lists to see if it is allowed.
/// </summary>
/// <remarks>
/// If no access is found, an empty set is used instead.
/// </remarks>
/// <param name="entity">The entity to be searched for access.</param>
public bool IsAllowed(IEntity entity)
{
var tags = FindAccessTags(entity);
return IsAllowed(tags);
}
public bool IsAllowed(IAccess access)
{
return IsAllowed(access.Tags);
}
public bool IsAllowed(ICollection<string> accessTags)
{
if (_denyTags.Overlaps(accessTags))
{
// Sec owned by cargo.
return false;
}
return AccessLists.Count == 0 || AccessLists.Any(a => a.IsSubsetOf(accessTags));
}
public static ICollection<string> FindAccessTags(IEntity entity)
{
if (entity.TryGetComponent(out IAccess? accessComponent))
{
return accessComponent.Tags;
}
if (entity.TryGetComponent(out IHandsComponent? handsComponent))
{
var activeHandEntity = handsComponent.GetActiveHand?.Owner;
if (activeHandEntity != null &&
activeHandEntity.TryGetComponent(out IAccess? handAccessComponent))
{
return handAccessComponent.Tags;
}
}
else
{
return Array.Empty<string>();
}
if (entity.TryGetComponent(out InventoryComponent? inventoryComponent))
{
if (inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
item.Owner.TryGetComponent(out IAccess? idAccessComponent)
)
{
return idAccessComponent.Tags;
}
}
return Array.Empty<string>();
}
public override void Initialize()
{
base.Initialize();
var proto = IoCManager.Resolve<IPrototypeManager>();
foreach (var level in AccessLists.SelectMany(c => c).Union(DenyTags))
{
if (!proto.HasIndex<AccessLevelPrototype>(level))
{
Logger.ErrorS("access", $"Invalid access level: {level}");
}
}
}
}
}