fish-station/Content.Shared/Whitelist/EntityWhitelistSystem.cs
Vigers Ray d6c0a011b7 Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	.github/workflows/publish.yml
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/Clothing/Systems/ChameleonClothingSystem.cs
#	Content.Client/Fax/UI/FaxWindow.xaml
#	Content.Client/Ghost/GhostSystem.cs
#	Content.Client/Holiday/HolidaySystem.cs
#	Content.Client/Humanoid/HumanoidAppearanceSystem.cs
#	Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Mech/MechSystem.cs
#	Content.Client/Stealth/StealthSystem.cs
#	Content.Client/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs
#	Content.Server/Bed/BedSystem.cs
#	Content.Server/Body/Systems/BodySystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Cargo/Systems/CargoSystem.Orders.cs
#	Content.Server/Communications/CommunicationsConsoleComponent.cs
#	Content.Server/EntityEffects/Effects/AreaReactionEffect.cs
#	Content.Server/EntityEffects/Effects/MakeSentient.cs
#	Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs
#	Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs
#	Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs
#	Content.Server/EntityEffects/Effects/PlantMutateGases.cs
#	Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/IoC/ServerContentIoC.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/Power/EntitySystems/PowerNetSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/RoundEnd/RoundEndSystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Station/Systems/StationSpawningSystem.cs
#	Content.Server/VoiceMask/VoiceMaskSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared/Bed/Components/HealOnBuckleComponent.cs
#	Content.Shared/Clothing/EntitySystems/ClothingSystem.cs
#	Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/Loadouts/RoleLoadout.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Content.Shared/Wieldable/SharedWieldableSystem.cs
#	Resources/Audio/Machines/attributions.yml
#	Resources/Locale/en-US/_strings/atmos/plaque-component.ftl
#	Resources/Locale/en-US/_strings/chat/chat-channel.ftl
#	Resources/Locale/en-US/_strings/components/screen-component.ftl
#	Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl
#	Resources/Locale/en-US/_strings/mass-media/news-discord.ftl
#	Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl
#	Resources/Locale/en-US/_strings/salvage/job-board.ftl
#	Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl
#	Resources/Locale/en-US/_strings/ui/turret-controls.ftl
#	Resources/Maps/_Sunrise/Station/box.yml
#	Resources/Prototypes/Access/misc.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/service.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml
#	Resources/Prototypes/Entities/Clothing/Head/helmets.yml
#	Resources/Prototypes/Entities/Clothing/Masks/masks.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Markers/Spawners/mobs.yml
#	Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Player/dragon.yml
#	Resources/Prototypes/Entities/Mobs/Player/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Species/arachnid.yml
#	Resources/Prototypes/Entities/Mobs/Species/moth.yml
#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
#	Resources/Prototypes/LootTables/suspicion_loot_table.yml
#	Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml
#	Resources/Prototypes/Reagents/medicine.yml
#	Resources/Prototypes/Recipes/Lathes/Packs/science.yml
#	Resources/Prototypes/Recipes/Lathes/medical.yml
#	Resources/Prototypes/SoundCollections/NukeMusic.yml
#	Resources/ServerInfo/Guidebook/Cargo/Salvage.xml
#	Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json
#	Resources/Textures/Effects/speech.rsi/alien3.png
#	Resources/Textures/Effects/speech.rsi/alienroyal3.png
#	Resources/Textures/Effects/speech.rsi/default3.png
#	Resources/Textures/Effects/speech.rsi/guardian3.png
#	Resources/Textures/Effects/speech.rsi/holo3.png
#	Resources/Textures/Effects/speech.rsi/lawyer3.png
#	Resources/Textures/Effects/speech.rsi/lizard3.png
#	Resources/Textures/Effects/speech.rsi/meta.json
#	Resources/Textures/Effects/speech.rsi/moth3.png
#	Resources/Textures/Effects/speech.rsi/robot3.png
#	Resources/Textures/Effects/speech.rsi/slime3.png
#	Resources/Textures/Effects/speech.rsi/spider3.png
#	Resources/Textures/Effects/speech.rsi/syndibot3.png
#	Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
#	Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json
#	Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png
#	Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png
#	Resources/Textures/Objects/Misc/id_cards.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png
#	Resources/Textures/Structures/Piping/disposal.rsi/meta.json
#	Resources/Textures/Tiles/attributions.yml
#	Resources/Textures/Tiles/steel_dirty.png
#	Resources/migration.yml
#	runclient-Tools.bat
#	runclient.bat
2025-05-27 03:41:41 +03:00

214 lines
6.9 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Humanoid;
using Content.Shared.Item;
using Content.Shared.Tag;
namespace Content.Shared.Whitelist;
public sealed class EntityWhitelistSystem : EntitySystem
{
[Dependency] private readonly TagSystem _tag = default!;
private EntityQuery<ItemComponent> _itemQuery;
public override void Initialize()
{
base.Initialize();
_itemQuery = GetEntityQuery<ItemComponent>();
}
/// <inheritdoc cref="IsValid(Content.Shared.Whitelist.EntityWhitelist,Robust.Shared.GameObjects.EntityUid)"/>
public bool IsValid(EntityWhitelist list, [NotNullWhen(true)] EntityUid? uid)
{
return uid != null && IsValid(list, uid.Value);
}
/// <summary>
/// Checks whether a given entity is allowed by a whitelist and not blocked by a blacklist.
/// If a blacklist is provided and it matches then this returns false.
/// If a whitelist is provided and it does not match then this returns false.
/// If either list is null it does not get checked.
/// </summary>
public bool CheckBoth([NotNullWhen(true)] EntityUid? uid, EntityWhitelist? blacklist = null, EntityWhitelist? whitelist = null)
{
if (uid == null)
return false;
if (blacklist != null && IsValid(blacklist, uid))
return false;
return whitelist == null || IsValid(whitelist, uid);
}
/// <summary>
/// Checks whether a given entity satisfies a whitelist.
/// </summary>
public bool IsValid(EntityWhitelist list, EntityUid uid)
{
if (list.Components != null)
{
if (list.Registrations == null)
{
var regs = StringsToRegs(list.Components);
list.Registrations = new List<ComponentRegistration>();
list.Registrations.AddRange(regs);
}
}
if (list.Registrations != null && list.Registrations.Count > 0)
{
foreach (var reg in list.Registrations)
{
if (HasComp(uid, reg.Type))
{
if (!list.RequireAll)
return true;
}
else if (list.RequireAll)
return false;
}
}
if (list.Sizes != null && _itemQuery.TryComp(uid, out var itemComp))
{
if (list.Sizes.Contains(itemComp.Size))
return true;
}
if (list.Tags != null)
{
// Sunrise-Start
if (list.RequireAllTags ? _tag.HasAllTags(uid, list.Tags) : _tag.HasAnyTag(uid, list.Tags))
{
if (!list.RequireAll)
return true;
}
else if (list.RequireAll)
return false;
// Sunrise-End
}
// Sunrise-Start
if (list.Species != null && TryComp<HumanoidAppearanceComponent>(uid, out var appearance))
{
if (list.Species.Contains(appearance.Species))
{
if (!list.RequireAll)
return true;
}
else if (list.RequireAll)
return false;
}
// Sunrise-End
return list.RequireAll;
}
/// The following are a list of "helper functions" that are basically the same as each other
/// to help make code that uses EntityWhitelist a bit more readable because at the moment
/// it is quite clunky having to write out component.Whitelist == null ? true : _whitelist.IsValid(component.Whitelist, uid)
/// several times in a row and makes comparisons easier to read
/// <summary>
/// Helper function to determine if Whitelist is not null and entity is on list
/// </summary>
public bool IsWhitelistPass(EntityWhitelist? whitelist, EntityUid uid)
{
if (whitelist == null)
return false;
return IsValid(whitelist, uid);
}
/// <summary>
/// Helper function to determine if Whitelist is not null and entity is not on the list
/// </summary>
public bool IsWhitelistFail(EntityWhitelist? whitelist, EntityUid uid)
{
if (whitelist == null)
return false;
return !IsValid(whitelist, uid);
}
/// <summary>
/// Helper function to determine if Whitelist is either null or the entity is on the list
/// </summary>
public bool IsWhitelistPassOrNull(EntityWhitelist? whitelist, EntityUid uid)
{
if (whitelist == null)
return true;
return IsValid(whitelist, uid);
}
/// <summary>
/// Helper function to determine if Whitelist is either null or the entity is not on the list
/// </summary>
public bool IsWhitelistFailOrNull(EntityWhitelist? whitelist, EntityUid uid)
{
if (whitelist == null)
return true;
return !IsValid(whitelist, uid);
}
/// <summary>
/// Helper function to determine if Blacklist is not null and entity is on list
/// Duplicate of equivalent Whitelist function
/// </summary>
public bool IsBlacklistPass(EntityWhitelist? blacklist, EntityUid uid)
{
return IsWhitelistPass(blacklist, uid);
}
/// <summary>
/// Helper function to determine if Blacklist is not null and entity is not on the list
/// Duplicate of equivalent Whitelist function
/// </summary>
public bool IsBlacklistFail(EntityWhitelist? blacklist, EntityUid uid)
{
return IsWhitelistFail(blacklist, uid);
}
/// <summary>
/// Helper function to determine if Blacklist is either null or the entity is on the list
/// Duplicate of equivalent Whitelist function
/// </summary>
public bool IsBlacklistPassOrNull(EntityWhitelist? blacklist, EntityUid uid)
{
return IsWhitelistPassOrNull(blacklist, uid);
}
/// <summary>
/// Helper function to determine if Blacklist is either null or the entity is not on the list
/// Duplicate of equivalent Whitelist function
/// </summary>
public bool IsBlacklistFailOrNull(EntityWhitelist? blacklist, EntityUid uid)
{
return IsWhitelistFailOrNull(blacklist, uid);
}
private List<ComponentRegistration> StringsToRegs(string[]? input)
{
var list = new List<ComponentRegistration>();
if (input == null || input.Length == 0)
return list;
foreach (var name in input)
{
var availability = Factory.GetComponentAvailability(name);
if (Factory.TryGetRegistration(name, out var registration)
&& availability == ComponentAvailability.Available)
{
list.Add(registration);
}
else if (availability == ComponentAvailability.Unknown)
{
Log.Error($"StringsToRegs failed: Unknown component name {name} passed to EntityWhitelist!");
}
}
return list;
}
}