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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.
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@@ -117,25 +117,11 @@
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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) || isAdminGhost(M))
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//AI can do whatever he wants
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// So can admins.
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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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@@ -144,26 +130,8 @@
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return null
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/obj/proc/check_access(obj/item/I)
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if(!src.req_access && !src.req_one_access) //no requirements
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return 1
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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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@@ -93,6 +93,12 @@
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real_name = name
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..()
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/mob/dead/observer/hasFullAccess()
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return isAdminGhost(src)
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/mob/dead/observer/GetAccess()
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return isAdminGhost(src) ? get_all_accesses() : list()
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/mob/dead/attackby(obj/item/W, mob/user)
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if(istype(W,/obj/item/weapon/tome))
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var/mob/dead/M = src
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@@ -1471,3 +1471,13 @@ mob/living/carbon/human/yank_out_object()
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if(M.magpulse)
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return 0
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return 1
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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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@@ -516,3 +516,10 @@
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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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@@ -1444,3 +1444,11 @@ mob/verb/yank_out_object()
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if(!pinned.len)
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anchored = 0
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return 1
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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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@@ -75,6 +75,18 @@
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<!-- Suggestion: Group changes not merged into master into a single [IN DEVELOPMENT] block, then change the date to today before merging. Makes the changes from the last release a bit easier to comprehend. -->
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<div class="commit sansserif">
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<h2 class="date">2014.05.20</h2>
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<h3 class="author">N3X15 updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">The jukebox now requires a payment to change songs by default. (Settings panel can set price, $0 will not require payment.)</li>
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<li class="rscadd">Refactored, far more flexible and efficient access control system (backwards compatible).</li>
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<li class="tweak">Purchased song will only play after the current song ends.</li>
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<li class="tweak">Only bartender access can change playlist.</li>
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<li class="tweak">Bartender can change jukebox payable account, price of songs, and restrict song changes to a variety of access levels.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">2014.05.19</h2>
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<h3 class="author">N3X15 updated:</h3>
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