49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.Access;
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using Content.Shared.Inventory;
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using JetBrains.Annotations;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Access.Components
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{
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/// <summary>
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/// Stores access levels necessary to "use" an entity
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/// and allows checking if something or somebody is authorized with these access levels.
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/// </summary>
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[RegisterComponent]
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public class AccessReader : Component
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{
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public override string Name => "AccessReader";
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/// <summary>
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/// Whether this reader is enabled or not. If disabled, all access
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/// checks will pass.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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/// <summary>
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/// The set of tags that will automatically deny an allowed check, if any of them are present.
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/// </summary>
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public HashSet<string> DenyTags = new();
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/// <summary>
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/// List of access lists to check allowed against. For an access check to pass
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/// there has to be an access list that is a subset of the access in the checking list.
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/// </summary>
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[DataField("access")]
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[ViewVariables]
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public List<HashSet<string>> AccessLists = new();
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}
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}
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