121 lines
4.1 KiB
C#
121 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Access.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Shared.Access;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Access.Systems
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{
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public class AccessReaderSystem : 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<AccessReader, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, AccessReader reader, ComponentInit args)
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{
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var allTags = reader.AccessLists.SelectMany(c => c).Union(reader.DenyTags);
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foreach (var level in allTags)
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{
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if (!_prototypeManager.HasIndex<AccessLevelPrototype>(level))
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{
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Logger.ErrorS("access", $"Invalid access level: {level}");
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}
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}
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}
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/// <summary>
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/// Searches an <see cref="AccessComponent"/> in the entity itself, in its active hand or in its ID slot.
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/// Then compares the found access with the configured access lists to see if it is allowed.
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/// </summary>
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/// <remarks>
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/// If no access is found, an empty set is used instead.
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/// </remarks>
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/// <param name="entity">The entity to be searched for access.</param>
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public bool IsAllowed(AccessReader reader, EntityUid entity)
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{
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var tags = FindAccessTags(entity);
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return IsAllowed(reader, tags);
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}
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public bool IsAllowed(AccessReader reader, ICollection<string> accessTags)
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{
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if (reader.DenyTags.Overlaps(accessTags))
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{
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// Sec owned by cargo.
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return false;
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}
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return reader.AccessLists.Count == 0 || reader.AccessLists.Any(a => a.IsSubsetOf(accessTags));
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}
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public ICollection<string> FindAccessTags(EntityUid uid)
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{
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// check entity itself
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if (FindAccessTagsItem(uid, out var tags))
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return tags;
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// maybe access component inside its hands?
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if (EntityManager.TryGetComponent(uid, out SharedHandsComponent? hands))
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{
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if (hands.TryGetActiveHeldEntity(out var heldItem) &&
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FindAccessTagsItem(heldItem, out tags))
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{
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return tags;
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}
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}
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// maybe its inside an inventory slot?
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if (EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent))
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{
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if (inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
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FindAccessTagsItem(item.Owner, out tags)
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)
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{
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return tags;
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}
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}
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return Array.Empty<string>();
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}
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/// <summary>
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/// Try to find <see cref="AccessComponent"/> on this item
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/// or inside this item (if it's pda)
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/// </summary>
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private bool FindAccessTagsItem(EntityUid uid, [NotNullWhen(true)] out HashSet<string>? tags)
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{
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if (EntityManager.TryGetComponent(uid, out AccessComponent? access))
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{
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tags = access.Tags;
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return true;
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}
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if (EntityManager.TryGetComponent(uid, out PDAComponent? pda) &&
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pda.ContainedID?.Owner is {Valid: true} id)
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{
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tags = EntityManager.GetComponent<AccessComponent>(id).Tags;
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return true;
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}
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tags = null;
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return false;
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}
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}
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}
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