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:
Rob Nelson
2014-05-20 12:30:01 -07:00
committed by Regen
parent b740176097
commit a5e65d9b2b
6 changed files with 71 additions and 55 deletions
+37 -53
View File
@@ -96,24 +96,11 @@
/obj/var/req_one_access_txt = "0"
//returns 1 if this mob has sufficient access to use this object
/obj/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(src.check_access(null))
/obj/proc/allowed(var/mob/M)
if(M.hasFullAccess()) // AI, robots, adminghosts, etc.
return 1
if(istype(M, /mob/living/silicon))
//AI can do whatever he wants
return 1
else if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//if they are holding or wearing a card that has access, that works
if(src.check_access(H.get_active_hand()) || src.check_access(H.wear_id))
return 1
else if(istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/alien/humanoid))
var/mob/living/carbon/george = M
//they can only hold things :(
if(src.check_access(george.get_active_hand()))
return 1
return 0
var/list/ACL = M.GetAccess()
return can_access(ACL,req_access,req_one_access)
/obj/item/proc/GetAccess()
return list()
@@ -122,42 +109,8 @@
return null
/obj/proc/check_access(obj/item/I)
//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.
if(!src.req_access)
src.req_access = list()
if(src.req_access_txt)
var/list/req_access_str = text2list(req_access_txt,";")
for(var/x in req_access_str)
var/n = text2num(x)
if(n)
req_access += n
if(!src.req_one_access)
src.req_one_access = list()
if(src.req_one_access_txt)
var/list/req_one_access_str = text2list(req_one_access_txt,";")
for(var/x in req_one_access_str)
var/n = text2num(x)
if(n)
req_one_access += n
if(!istype(src.req_access, /list)) //something's very wrong
return 1
var/list/L = src.req_access
if(!L.len && (!src.req_one_access || !src.req_one_access.len)) //no requirements
return 1
if(!I)
return 0
for(var/req in src.req_access)
if(!(req in I.GetAccess())) //doesn't have this access
return 0
if(src.req_one_access && src.req_one_access.len)
for(var/req in src.req_one_access)
if(req in I.GetAccess()) //has an access from the single access list
return 1
return 0
return 1
var/list/ACL = I.GetAccess()
return can_access(ACL,req_access,req_one_access)
/obj/proc/check_access_list(var/list/L)
@@ -176,6 +129,37 @@
return 0
return 1
// /vg/ - Generic Access Checks.
// Allows more flexible access checks.
/proc/can_access(var/list/L, var/list/req_access=null,var/list/req_one_access=null)
// No perms set? He's in.
if(!req_access && !req_one_access)
return 1
// Fucked permissions set? He's in.
if(!istype(req_access, /list))
return 1
// Blank permissions set? He's in.
if(!req_access.len && (!req_one_access || !req_one_access.len))
return 1
// User doesn't have any accesses? Fuck off.
if(!L) return 0
if(!istype(L, /list)) return 0
// Doesn't have a req_access
for(var/req in req_access)
if(!(req in L)) //doesn't have this access
return 0
// If he has at least one req_one access, he's in.
if(req_one_access && req_one_access.len)
for(var/req in req_one_access)
if(req in L) //has an access from the single access list
return 1
return 0
return 1
/proc/get_centcom_access(job)
switch(job)
if("VIP Guest")
@@ -24,6 +24,7 @@
var/atom/movable/following = null
var/medHUD = 0
/mob/dead/observer/New(var/mob/body=null, var/flags=1)
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = SEE_INVISIBLE_OBSERVER
@@ -1531,3 +1531,14 @@
M.apply_damage(50,BRUTE)
if(M.stat == 2)
M.gib()
// Get ALL accesses available.
/mob/living/carbon/human/GetAccess()
var/list/ACL=list()
var/obj/item/I = get_active_hand()
if(istype(I))
ACL |= I.GetAccess()
if(wear_id)
ACL |= wear_id.GetAccess()
return ACL
@@ -497,3 +497,10 @@
if(!ticker.mode.name == "monkey") return 0
return 1
// Get ALL accesses available.
/mob/living/carbon/monkey/GetAccess()
var/list/ACL=list()
var/obj/item/I = get_active_hand()
if(istype(I))
ACL |= I.GetAccess()
return ACL
+6 -1
View File
@@ -11,6 +11,12 @@
var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
var/list/alarm_types_clear = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
/mob/living/silicon/hasFullAccess()
return 1
/mob/living/silicon/GetAccess()
return get_all_accesses()
/mob/living/silicon/proc/cancelAlarm()
return
@@ -182,7 +188,6 @@
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
/mob/living/silicon/Stat()
..()
+9 -1
View File
@@ -1204,4 +1204,12 @@ mob/proc/yank_out_object()
if(host)
host.ckey = src.ckey
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>"
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>"
// Mobs tell access what access levels it has.
/mob/proc/GetAccess()
return list()
// Skip over all the complex list checks.
/mob/proc/hasFullAccess()
return 0