Files
tbd-station-14/Content.Server/GameObjects/Components/Access/AccessReaderComponent.cs
Pieter-Jan Briers ed1a96e536 Nullability fixes.
2020-08-20 16:48:15 +02:00

124 lines
4.4 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.GameObjects.Components.Inventory;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
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 List<ISet<string>> _accessLists = new List<ISet<string>>();
private readonly HashSet<string> _denyTags = new HashSet<string>();
/// <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>
[ViewVariables] public IList<ISet<string>> AccessLists => _accessLists;
/// <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 ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("access", new List<List<string>>(),
v =>
{
if (v.Count != 0)
{
_accessLists.Clear();
_accessLists.AddRange(v.Select(a => new HashSet<string>(a)));
}
},
() => _accessLists.Select(p => new List<string>(p)).ToList());
}
}
}