mirror of
https://github.com/space-syndicate/space-station-14.git
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211 lines
8.7 KiB
C#
211 lines
8.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Examine;
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using Content.Shared.Localizations;
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using Content.Shared.Roles;
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using Content.Shared.Verbs;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using Robust.Shared.Containers;
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namespace Content.Shared.Contraband;
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/// <summary>
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/// This handles showing examine messages for contraband-marked items.
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/// </summary>
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public sealed partial class ContrabandSystem : EntitySystem
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{
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[Dependency] private IConfigurationManager _configuration = default!;
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[Dependency] private SharedIdCardSystem _id = default!;
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[Dependency] private ExamineSystemShared _examine = default!;
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private bool _contrabandExamineEnabled;
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private bool _contrabandExamineOnlyInHudEnabled;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ContrabandComponent, GetVerbsEvent<ExamineVerb>>(OnDetailedExamine);
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Subs.CVar(_configuration, CCVars.ContrabandExamine, SetContrabandExamine, true);
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Subs.CVar(_configuration, CCVars.ContrabandExamineOnlyInHUD, SetContrabandExamineOnlyInHUD, true);
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}
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public void CopyDetails(EntityUid uid, ContrabandComponent other, ContrabandComponent? contraband = null)
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{
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if (!Resolve(uid, ref contraband))
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return;
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contraband.Severity = other.Severity;
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contraband.AllowedDepartments = other.AllowedDepartments;
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contraband.AllowedJobs = other.AllowedJobs;
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Dirty(uid, contraband);
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}
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private void OnDetailedExamine(EntityUid ent, ContrabandComponent component, ref GetVerbsEvent<ExamineVerb> args)
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{
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if (!_contrabandExamineEnabled)
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return;
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// Checking if contraband is only shown in the HUD
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if (_contrabandExamineOnlyInHudEnabled)
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{
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var ev = new GetContrabandDetailsEvent();
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RaiseLocalEvent(args.User, ref ev);
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if (!ev.CanShowContraband)
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return;
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}
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// CanAccess is not used here, because we want people to be able to examine legality in strip menu.
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if (!args.CanInteract)
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return;
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// two strings:
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// one, the actual informative 'this is restricted'
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// then, the 'you can/shouldn't carry this around' based on the ID the user is wearing
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var severity = ProtoMan.Index(component.Severity);
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// Corvax start: show the article before the allowed departments and jobs.
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var departmentExamineMessage = Loc.GetString(severity.ExamineText,
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("type", ContrabandItemType.Item), ("color", severity.Color.ToHex()));
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if (severity.ShowDepartmentsAndJobs)
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{
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departmentExamineMessage += "\n" +
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GenerateDepartmentExamineMessage(component.AllowedDepartments, component.AllowedJobs, severity.Color);
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}
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// Corvax end
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// if it is fully restricted, you're department-less, or your department isn't in the allowed list, you cannot carry it. Otherwise, you can.
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var carryingMessage = Loc.GetString("contraband-examine-text-in-the-clear");
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var iconTexture = "/Textures/Interface/VerbIcons/unlock-green.svg.192dpi.png";
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if (IsContraband((ent, component), args.User, out _))
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{
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carryingMessage = Loc.GetString("contraband-examine-text-avoid-carrying-around");
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iconTexture = "/Textures/Interface/VerbIcons/lock-red.svg.192dpi.png";
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}
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var examineMarkup = GetContrabandExamine(departmentExamineMessage, carryingMessage);
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_examine.AddHoverExamineVerb(args,
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component,
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Loc.GetString("contraband-examinable-verb-text"),
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examineMarkup.ToMarkup(),
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iconTexture);
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}
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/// <summary>
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/// Create an examine message from the given inputs!
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/// </summary>
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/// <param name="allowedDepartments">What departments this contraband is allowed in.</param>
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/// <param name="allowedJobs">What jobs this contraband is allowed in.</param>
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/// <param name="color">The color of the text.</param>
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/// <param name="itemType">The type of entity (item, reagent etc...)</param>
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/// <returns>A localized string with the formatted message</returns>
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public string GenerateDepartmentExamineMessage(HashSet<ProtoId<DepartmentPrototype>> allowedDepartments, HashSet<ProtoId<JobPrototype>> allowedJobs, Color color, ContrabandItemType itemType = ContrabandItemType.Item)
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{
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var localizedDepartments = allowedDepartments.Select(p => Loc.GetString("contraband-department-plural", ("department", Loc.GetString(ProtoMan.Index(p).Name))));
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var jobs = allowedJobs.Select(p => ProtoMan.Index(p).LocalizedName).ToArray();
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var localizedJobs = jobs.Select(p => Loc.GetString("contraband-job-plural", ("job", p)));
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//creating a combined list of jobs and departments for the restricted text
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var list = ContentLocalizationManager.FormatList(localizedDepartments.Concat(localizedJobs).ToList());
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// department restricted text
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return Loc.GetString("contraband-examine-text-Restricted-department", ("departments", list), ("type", itemType), ("color", color.ToHex()));
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}
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private FormattedMessage GetContrabandExamine(string deptMessage, string carryMessage)
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{
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var msg = new FormattedMessage();
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msg.AddMarkupOrThrow(deptMessage);
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msg.PushNewline();
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msg.AddMarkupOrThrow(carryMessage);
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return msg;
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}
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private void SetContrabandExamine(bool val)
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{
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_contrabandExamineEnabled = val;
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}
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private void SetContrabandExamineOnlyInHUD(bool val)
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{
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_contrabandExamineOnlyInHudEnabled = val;
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}
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/// <summary>
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/// Determines if an item is contraband for a given player. If no player is provided, will just return if the item
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/// is contraband in general.
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/// </summary>
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/// <param name="contraband">The entity that we are checking for contraband.</param>
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/// <param name="player">The player that we are checking if they are allowed to have this contraband.</param>
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/// <param name="contraProtoId">The contraband ProtoId if the item is contraband.</param>
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/// <returns></returns>
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public bool IsContraband(Entity<ContrabandComponent?> contraband, EntityUid? player, [NotNullWhen(true)] out ProtoId<ContrabandSeverityPrototype>? contraProtoId)
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{
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contraProtoId = null;
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if (!Resolve(contraband.Owner, ref contraband.Comp, false))
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return false;
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contraProtoId = contraband.Comp.Severity;
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if (player == null)
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return true;
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List<ProtoId<DepartmentPrototype>> departments = new();
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var jobId = "";
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if (_id.TryFindIdCard(player.Value, out var id))
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{
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departments = id.Comp.JobDepartments;
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if (id.Comp.LocalizedJobTitle is not null)
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jobId = id.Comp.LocalizedJobTitle;
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}
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var jobs = contraband.Comp.AllowedJobs.Select(p => ProtoMan.Index(p).LocalizedName).ToArray();
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// if it is fully restricted, you're department-less, or your department isn't in the allowed list, you cannot carry it. Otherwise, you can.
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if (departments.Intersect(contraband.Comp.AllowedDepartments).Any() || jobs.Contains(jobId))
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return false;
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return true;
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}
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/// <summary>
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/// Checks if a storage has contraband.
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/// </summary>
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/// <param name="contraband">The entity that we are checking for contraband.</param>
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/// <param name="player">The player that we are checking if they are allowed to have certain contraband.</param>
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/// <param name="contrabandList">All contraband prototypes present in storage.</param>
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public bool ContainerHasContraband(Entity<ContainerManagerComponent?> contraband, EntityUid? player, out List<ProtoId<ContrabandSeverityPrototype>> contrabandList)
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{
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contrabandList = [];
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if (!Resolve(contraband.Owner, ref contraband.Comp, false))
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return false;
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foreach (var container in contraband.Comp.Containers.Values)
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{
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foreach (var ent in container.ContainedEntities)
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{
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if (IsContraband(ent, player, out var itemContraId))
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contrabandList.Add((ProtoId<ContrabandSeverityPrototype>)itemContraId);
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ContainerHasContraband(ent, player, out var itemContraList);
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contrabandList = contrabandList.Concat(itemContraList).ToList();
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}
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}
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return contrabandList.Any();
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}
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}
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/// <summary>
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/// The item type that the contraband text should follow in the description text.
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/// </summary>
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public enum ContrabandItemType
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{
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Item,
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Reagent
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}
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