--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.FingerprintReader;
+
+/// <summary>
+/// Component for checking if a user's fingerprint matches allowed fingerprints
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(FingerprintReaderSystem))]
+public sealed partial class FingerprintReaderComponent : Component
+{
+ /// <summary>
+ /// The fingerprints that are allowed to access this entity.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public HashSet<string> AllowedFingerprints = new();
+
+ /// <summary>
+ /// Whether to ignore gloves when checking fingerprints.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool IgnoreGloves;
+
+ /// <summary>
+ /// The popup to show when access is denied due to fingerprint mismatch.
+ /// </summary>
+ [DataField]
+ public LocId? FailPopup;
+
+ /// <summary>
+ /// The popup to show when access is denied due to wearing gloves.
+ /// </summary>
+ [DataField]
+ public LocId? FailGlovesPopup;
+}
--- /dev/null
+using System.Diagnostics.CodeAnalysis;
+using Content.Shared.Forensics.Components;
+using Content.Shared.Inventory;
+using Content.Shared.Popups;
+using JetBrains.Annotations;
+
+namespace Content.Shared.FingerprintReader;
+
+// TODO: This has a lot of overlap with the AccessReaderSystem, maybe merge them in the future?
+public sealed class FingerprintReaderSystem : EntitySystem
+{
+ [Dependency] private readonly InventorySystem _inventory = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+
+ /// <summary>
+ /// Checks if the given user has fingerprint access to the target entity.
+ /// </summary>
+ /// <param name="target">The target entity.</param>
+ /// <param name="user">User trying to gain access.</param>
+ /// <returns>True if access was granted, otherwise false.</returns>
+ [PublicAPI]
+ public bool IsAllowed(Entity<FingerprintReaderComponent?> target, EntityUid user)
+ {
+ if (!Resolve(target, ref target.Comp, false))
+ return true;
+
+ if (target.Comp.AllowedFingerprints.Count == 0)
+ return true;
+
+ // Check for gloves first
+ if (!target.Comp.IgnoreGloves && TryGetBlockingGloves(user, out var gloves))
+ {
+ if (target.Comp.FailGlovesPopup != null)
+ _popup.PopupEntity(Loc.GetString(target.Comp.FailGlovesPopup, ("blocker", gloves)), target, user);
+ return false;
+ }
+
+ // Check fingerprint match
+ if (!TryComp<FingerprintComponent>(user, out var fingerprint) || fingerprint.Fingerprint == null ||
+ !target.Comp.AllowedFingerprints.Contains(fingerprint.Fingerprint))
+ {
+ if (target.Comp.FailPopup != null)
+ _popup.PopupEntity(Loc.GetString(target.Comp.FailPopup), target, user);
+
+ return false;
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Gets the blocking gloves of a user. Gloves count as blocking if they hide fingerprints.
+ /// </summary>
+ /// <param name="user">Entity wearing the gloves.</param>
+ /// <param name="blocker">The returned gloves, if they exist.</param>
+ /// <returns>True if blocking gloves were found, otherwise False.</returns>
+ [PublicAPI]
+ public bool TryGetBlockingGloves(EntityUid user, [NotNullWhen(true)] out EntityUid? blocker)
+ {
+ blocker = null;
+
+ if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves) && HasComp<FingerprintMaskComponent>(gloves))
+ {
+ blocker = gloves;
+ return true;
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// Sets the allowed fingerprints for a fingerprint reader
+ /// </summary>
+ [PublicAPI]
+ public void SetAllowedFingerprints(Entity<FingerprintReaderComponent> target, HashSet<string> fingerprints)
+ {
+ target.Comp.AllowedFingerprints = fingerprints;
+ Dirty(target);
+ }
+
+ /// <summary>
+ /// Adds an allowed fingerprint to a fingerprint reader
+ /// </summary>
+ [PublicAPI]
+ public void AddAllowedFingerprint(Entity<FingerprintReaderComponent> target, string fingerprint)
+ {
+ target.Comp.AllowedFingerprints.Add(fingerprint);
+ Dirty(target);
+ }
+
+ /// <summary>
+ /// Removes an allowed fingerprint from a fingerprint reader
+ /// </summary>
+ [PublicAPI]
+ public void RemoveAllowedFingerprint(Entity<FingerprintReaderComponent> target, string fingerprint)
+ {
+ target.Comp.AllowedFingerprints.Remove(fingerprint);
+ Dirty(target);
+ }
+}