# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
216 lines
9 KiB
C#
216 lines
9 KiB
C#
using Content.Server.StationRecords.Systems;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Roles;
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using Content.Shared.StationRecords;
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using Content.Shared.StatusIcon;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using static Content.Shared.Access.Components.IdCardConsoleComponent;
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using Content.Shared.Access;
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namespace Content.Server.Access.Systems;
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[UsedImplicitly]
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public sealed class IdCardConsoleSystem : SharedIdCardConsoleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly StationRecordsSystem _record = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly AccessSystem _access = default!;
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[Dependency] private readonly IdCardSystem _idCard = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardConsoleComponent, WriteToTargetIdMessage>(OnWriteToTargetIdMessage);
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// one day, maybe bound user interfaces can be shared too.
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SubscribeLocalEvent<IdCardConsoleComponent, ComponentStartup>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntInsertedIntoContainerMessage>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntRemovedFromContainerMessage>(UpdateUserInterface);
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}
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private void OnWriteToTargetIdMessage(EntityUid uid, IdCardConsoleComponent component, WriteToTargetIdMessage args)
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{
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if (args.Actor is not { Valid: true } player)
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return;
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TryWriteToTargetId(uid, args.FullName, args.JobTitle, args.AccessList, args.JobPrototype, player, component);
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UpdateUserInterface(uid, component, args);
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}
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private void UpdateUserInterface(EntityUid uid, IdCardConsoleComponent component, EntityEventArgs args)
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{
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if (!component.Initialized)
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return;
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var privilegedIdName = string.Empty;
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List<ProtoId<AccessLevelPrototype>>? possibleAccess = null;
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if (component.PrivilegedIdSlot.Item is { Valid: true } item)
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{
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privilegedIdName = EntityManager.GetComponent<MetaDataComponent>(item).EntityName;
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possibleAccess = _accessReader.FindAccessTags(item).ToList();
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}
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IdCardConsoleBoundUserInterfaceState newState;
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// this could be prettier
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if (component.TargetIdSlot.Item is not { Valid: true } targetId)
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{
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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false,
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null,
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null,
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null,
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possibleAccess,
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string.Empty,
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privilegedIdName,
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string.Empty);
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}
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else
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{
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var targetIdComponent = EntityManager.GetComponent<IdCardComponent>(targetId);
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var targetAccessComponent = EntityManager.GetComponent<AccessComponent>(targetId);
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var jobProto = new ProtoId<AccessLevelPrototype>(string.Empty);
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if (TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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&& keyStorage.Key is {} key
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&& _record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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jobProto = record.JobPrototype;
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}
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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true,
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targetIdComponent.FullName,
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targetIdComponent.LocalizedJobTitle,
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targetAccessComponent.Tags.ToList(),
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possibleAccess,
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jobProto,
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privilegedIdName,
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Name(targetId));
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}
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_userInterface.SetUiState(uid, IdCardConsoleUiKey.Key, newState);
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}
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/// <summary>
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/// Called whenever an access button is pressed, adding or removing that access from the target ID card.
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/// Writes data passed from the UI into the ID stored in <see cref="IdCardConsoleComponent.TargetIdSlot"/>, if present.
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/// </summary>
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private void TryWriteToTargetId(EntityUid uid,
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string newFullName,
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string newJobTitle,
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List<ProtoId<AccessLevelPrototype>> newAccessList,
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ProtoId<AccessLevelPrototype> newJobProto,
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EntityUid player,
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IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.TargetIdSlot.Item is not { Valid: true } targetId || !PrivilegedIdIsAuthorized(uid, component))
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return;
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_idCard.TryChangeFullName(targetId, newFullName, player: player);
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_idCard.TryChangeJobTitle(targetId, newJobTitle, player: player);
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if (_prototype.TryIndex<JobPrototype>(newJobProto, out var job)
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&& _prototype.TryIndex(job.Icon, out var jobIcon))
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{
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_idCard.TryChangeJobIcon(targetId, jobIcon, player: player);
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_idCard.TryChangeJobDepartment(targetId, job);
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// Sunrise-Start
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_idCard.TryChangeJobColor(targetId,_idCard.GetJobColor(_prototype, job), job.RadioIsBold);
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// Sunrise-End
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}
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UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job);
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if (!newAccessList.TrueForAll(x => component.AccessLevels.Contains(x)))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to write unknown access tag.");
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return;
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}
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var oldTags = _access.TryGetTags(targetId) ?? new List<ProtoId<AccessLevelPrototype>>();
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oldTags = oldTags.ToList();
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var privilegedId = component.PrivilegedIdSlot.Item;
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if (oldTags.SequenceEqual(newAccessList))
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return;
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// I hate that C# doesn't have an option for this and don't desire to write this out the hard way.
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// var difference = newAccessList.Difference(oldTags);
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var difference = newAccessList.Union(oldTags).Except(newAccessList.Intersect(oldTags)).ToHashSet();
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// NULL SAFETY: PrivilegedIdIsAuthorized checked this earlier.
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var privilegedPerms = _accessReader.FindAccessTags(privilegedId!.Value).ToHashSet();
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if (!difference.IsSubsetOf(privilegedPerms))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to modify permissions they could not give/take!");
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return;
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}
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var addedTags = newAccessList.Except(oldTags).Select(tag => "+" + tag).ToList();
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var removedTags = oldTags.Except(newAccessList).Select(tag => "-" + tag).ToList();
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_access.TrySetTags(targetId, newAccessList);
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/*TODO: ECS SharedIdCardConsoleComponent and then log on card ejection, together with the save.
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This current implementation is pretty shit as it logs 27 entries (27 lines) if someone decides to give themselves AA*/
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_adminLogger.Add(LogType.Action, LogImpact.High,
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$"{ToPrettyString(player):player} has modified {ToPrettyString(targetId):entity} with the following accesses: [{string.Join(", ", addedTags.Union(removedTags))}] [{string.Join(", ", newAccessList)}]");
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}
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/// <summary>
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/// Returns true if there is an ID in <see cref="IdCardConsoleComponent.PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReaderComponent"/>.
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/// </summary>
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/// <remarks>
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/// Other code relies on the fact this returns false if privileged Id is null. Don't break that invariant.
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/// </remarks>
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private bool PrivilegedIdIsAuthorized(EntityUid uid, IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return true;
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if (!TryComp<AccessReaderComponent>(uid, out var reader))
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return true;
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var privilegedId = component.PrivilegedIdSlot.Item;
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return privilegedId != null && _accessReader.IsAllowed(privilegedId.Value, uid, reader);
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}
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private void UpdateStationRecord(EntityUid uid, EntityUid targetId, string newFullName, ProtoId<AccessLevelPrototype> newJobTitle, JobPrototype? newJobProto)
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{
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if (!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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|| keyStorage.Key is not { } key
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|| !_record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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return;
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}
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record.Name = newFullName;
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record.JobTitle = newJobTitle;
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if (newJobProto != null)
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{
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record.JobPrototype = newJobProto.ID;
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record.JobIcon = newJobProto.Icon;
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}
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_record.Synchronize(key);
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}
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}
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