mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Refactored, simplified access system a bit. Tested, for once.
* Mobs provide GetAccess() and hasFullAccess() * Human GetAccess() provides the "best" accesses available combined from all conventional sources.\ * Silicons have hasFullAccess() * AdminGhosts also provide full access. Conflicts: code/game/jobs/access.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/silicon/silicon.dm code/modules/mob/mob.dm html/changelog.html
This commit is contained in:
+37
-53
@@ -96,24 +96,11 @@
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/obj/var/req_one_access_txt = "0"
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//returns 1 if this mob has sufficient access to use this object
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/obj/proc/allowed(mob/M)
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//check if it doesn't require any access at all
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if(src.check_access(null))
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/obj/proc/allowed(var/mob/M)
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if(M.hasFullAccess()) // AI, robots, adminghosts, etc.
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return 1
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if(istype(M, /mob/living/silicon))
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//AI can do whatever he wants
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return 1
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else if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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//if they are holding or wearing a card that has access, that works
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if(src.check_access(H.get_active_hand()) || src.check_access(H.wear_id))
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return 1
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else if(istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/alien/humanoid))
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var/mob/living/carbon/george = M
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//they can only hold things :(
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if(src.check_access(george.get_active_hand()))
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return 1
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return 0
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var/list/ACL = M.GetAccess()
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return can_access(ACL,req_access,req_one_access)
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/obj/item/proc/GetAccess()
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return list()
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@@ -122,42 +109,8 @@
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return null
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/obj/proc/check_access(obj/item/I)
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//These generations have been moved out of /obj/New() because they were slowing down the creation of objects that never even used the access system.
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if(!src.req_access)
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src.req_access = list()
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if(src.req_access_txt)
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var/list/req_access_str = text2list(req_access_txt,";")
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for(var/x in req_access_str)
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var/n = text2num(x)
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if(n)
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req_access += n
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if(!src.req_one_access)
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src.req_one_access = list()
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if(src.req_one_access_txt)
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var/list/req_one_access_str = text2list(req_one_access_txt,";")
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for(var/x in req_one_access_str)
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var/n = text2num(x)
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if(n)
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req_one_access += n
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if(!istype(src.req_access, /list)) //something's very wrong
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return 1
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var/list/L = src.req_access
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if(!L.len && (!src.req_one_access || !src.req_one_access.len)) //no requirements
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return 1
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if(!I)
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return 0
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for(var/req in src.req_access)
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if(!(req in I.GetAccess())) //doesn't have this access
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return 0
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if(src.req_one_access && src.req_one_access.len)
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for(var/req in src.req_one_access)
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if(req in I.GetAccess()) //has an access from the single access list
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return 1
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return 0
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return 1
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var/list/ACL = I.GetAccess()
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return can_access(ACL,req_access,req_one_access)
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/obj/proc/check_access_list(var/list/L)
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@@ -176,6 +129,37 @@
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return 0
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return 1
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// /vg/ - Generic Access Checks.
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// Allows more flexible access checks.
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/proc/can_access(var/list/L, var/list/req_access=null,var/list/req_one_access=null)
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// No perms set? He's in.
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if(!req_access && !req_one_access)
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return 1
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// Fucked permissions set? He's in.
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if(!istype(req_access, /list))
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return 1
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// Blank permissions set? He's in.
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if(!req_access.len && (!req_one_access || !req_one_access.len))
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return 1
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// User doesn't have any accesses? Fuck off.
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if(!L) return 0
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if(!istype(L, /list)) return 0
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// Doesn't have a req_access
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for(var/req in req_access)
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if(!(req in L)) //doesn't have this access
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return 0
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// If he has at least one req_one access, he's in.
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if(req_one_access && req_one_access.len)
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for(var/req in req_one_access)
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if(req in L) //has an access from the single access list
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return 1
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return 0
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return 1
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/proc/get_centcom_access(job)
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switch(job)
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if("VIP Guest")
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@@ -24,6 +24,7 @@
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var/atom/movable/following = null
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var/medHUD = 0
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/mob/dead/observer/New(var/mob/body=null, var/flags=1)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = SEE_INVISIBLE_OBSERVER
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@@ -1531,3 +1531,14 @@
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M.apply_damage(50,BRUTE)
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if(M.stat == 2)
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M.gib()
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// Get ALL accesses available.
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/mob/living/carbon/human/GetAccess()
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var/list/ACL=list()
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var/obj/item/I = get_active_hand()
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if(istype(I))
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ACL |= I.GetAccess()
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if(wear_id)
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ACL |= wear_id.GetAccess()
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return ACL
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@@ -497,3 +497,10 @@
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if(!ticker.mode.name == "monkey") return 0
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return 1
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// Get ALL accesses available.
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/mob/living/carbon/monkey/GetAccess()
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var/list/ACL=list()
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var/obj/item/I = get_active_hand()
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if(istype(I))
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ACL |= I.GetAccess()
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return ACL
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@@ -11,6 +11,12 @@
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var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
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var/list/alarm_types_clear = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
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/mob/living/silicon/hasFullAccess()
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return 1
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/mob/living/silicon/GetAccess()
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return get_all_accesses()
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/mob/living/silicon/proc/cancelAlarm()
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return
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@@ -182,7 +188,6 @@
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stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
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// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
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/mob/living/silicon/Stat()
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..()
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@@ -1204,4 +1204,12 @@ mob/proc/yank_out_object()
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if(host)
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host.ckey = src.ckey
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host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
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host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
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// Mobs tell access what access levels it has.
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/mob/proc/GetAccess()
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return list()
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// Skip over all the complex list checks.
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/mob/proc/hasFullAccess()
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return 0
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