# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
377 lines
12 KiB
C#
377 lines
12 KiB
C#
using System.Globalization;
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Access.Systems;
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public abstract class SharedIdCardSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAccessSystem _access = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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// CCVar.
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private int _maxNameLength;
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private int _maxIdJobLength;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TryGetIdentityShortInfoEvent>(OnTryGetIdentityShortInfo);
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SubscribeLocalEvent<EntityRenamedEvent>(OnRename);
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Subs.CVar(_cfgManager, CCVars.MaxNameLength, value => _maxNameLength = value, true);
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Subs.CVar(_cfgManager, CCVars.MaxIdJobLength, value => _maxIdJobLength = value, true);
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}
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private void OnRename(ref EntityRenamedEvent ev)
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{
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// When a player gets renamed their id card is renamed as well to match.
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// Unfortunately since TryFindIdCard will succeed if the entity is also a card this means that the card will
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// keep renaming itself unless we return early.
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// We also do not include the PDA itself being renamed, as that triggers the same event (e.g. for chameleon PDAs).
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if (HasComp<IdCardComponent>(ev.Uid) || HasComp<PdaComponent>(ev.Uid))
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return;
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if (TryFindIdCard(ev.Uid, out var idCard))
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TryChangeFullName(idCard, ev.NewName, idCard);
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}
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private void OnMapInit(EntityUid uid, IdCardComponent id, MapInitEvent args)
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{
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UpdateEntityName(uid, id);
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}
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private void OnTryGetIdentityShortInfo(TryGetIdentityShortInfoEvent ev)
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{
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if (ev.Handled)
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{
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return;
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}
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string? title = null;
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if (TryFindIdCard(ev.ForActor, out var idCard) && !(ev.RequestForAccessLogging && idCard.Comp.BypassLogging))
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{
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title = ExtractFullTitle(idCard);
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}
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ev.Title = title;
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ev.Handled = true;
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}
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/// <summary>
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/// Attempt to find an ID card on an entity. This will look in the entity itself, in the entity's hands, and
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/// in the entity's inventory.
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/// </summary>
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public bool TryFindIdCard(EntityUid uid, out Entity<IdCardComponent> idCard)
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{
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// check held item?
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if (_hands.GetActiveItem(uid) is { } heldItem &&
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TryGetIdCard(heldItem, out idCard))
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{
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return true;
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}
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// check entity itself
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if (TryGetIdCard(uid, out idCard))
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return true;
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// check inventory slot?
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && TryGetIdCard(idUid.Value, out idCard))
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return true;
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return false;
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}
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/// <summary>
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/// Attempt to get an id card component from an entity, either by getting it directly from the entity, or by
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/// getting the contained id from a <see cref="PdaComponent"/>.
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/// </summary>
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public bool TryGetIdCard(EntityUid uid, out Entity<IdCardComponent> idCard)
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{
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if (TryComp(uid, out IdCardComponent? idCardComp))
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{
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idCard = (uid, idCardComp);
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return true;
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}
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if (TryComp(uid, out PdaComponent? pda)
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&& TryComp(pda.ContainedId, out idCardComp))
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{
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idCard = (pda.ContainedId.Value, idCardComp);
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|
return true;
|
|
}
|
|
|
|
idCard = default;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to change the job title of a card.
|
|
/// Returns true/false.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If provided with a player's EntityUid to the player parameter, adds the change to the admin logs.
|
|
/// Actually works with the LocalizedJobTitle DataField and not with JobTitle.
|
|
/// </remarks>
|
|
public bool TryChangeJobTitle(EntityUid uid, string? jobTitle, IdCardComponent? id = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return false;
|
|
|
|
if (!string.IsNullOrWhiteSpace(jobTitle))
|
|
{
|
|
jobTitle = jobTitle.Trim();
|
|
|
|
if (jobTitle.Length > _maxIdJobLength)
|
|
jobTitle = jobTitle[.._maxIdJobLength];
|
|
}
|
|
else
|
|
{
|
|
jobTitle = null;
|
|
}
|
|
|
|
if (id.LocalizedJobTitle == jobTitle)
|
|
return true;
|
|
id.LocalizedJobTitle = jobTitle;
|
|
Dirty(uid, id);
|
|
UpdateEntityName(uid, id);
|
|
|
|
if (player != null)
|
|
{
|
|
_adminLogger.Add(LogType.Identity, LogImpact.Low,
|
|
$"{ToPrettyString(player.Value):player} has changed the job title of {ToPrettyString(uid):entity} to {jobTitle} ");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public bool TryChangeJobIcon(EntityUid uid, JobIconPrototype jobIcon, IdCardComponent? id = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (id.JobIcon == jobIcon.ID)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
id.JobIcon = jobIcon.ID;
|
|
Dirty(uid, id);
|
|
|
|
if (player != null)
|
|
{
|
|
_adminLogger.Add(LogType.Identity, LogImpact.Low,
|
|
$"{ToPrettyString(player.Value):player} has changed the job icon of {ToPrettyString(uid):entity} to {jobIcon} ");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryChangeJobDepartment(EntityUid uid, JobPrototype job, IdCardComponent? id = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return false;
|
|
|
|
id.JobDepartments.Clear();
|
|
foreach (var department in _prototypeManager.EnumeratePrototypes<DepartmentPrototype>())
|
|
{
|
|
if (department.Roles.Contains(job.ID))
|
|
id.JobDepartments.Add(department.ID);
|
|
}
|
|
|
|
Dirty(uid, id);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryChangeJobDepartment(EntityUid uid, List<ProtoId<DepartmentPrototype>> departments, IdCardComponent? id = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return false;
|
|
|
|
id.JobDepartments.Clear();
|
|
foreach (var department in departments)
|
|
{
|
|
id.JobDepartments.Add(department);
|
|
}
|
|
|
|
Dirty(uid, id);
|
|
|
|
return true;
|
|
}
|
|
|
|
// Sunrise-Start
|
|
public bool TryChangeJobColor(EntityUid uid, string? jobColor, bool boldRadio = false, IdCardComponent? id = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return false;
|
|
|
|
if (id.JobColor == jobColor && id.RadioBold == boldRadio)
|
|
return true;
|
|
|
|
id.JobColor = jobColor;
|
|
id.RadioBold = boldRadio;
|
|
UpdateEntityName(uid, id);
|
|
|
|
if (player != null)
|
|
{
|
|
_adminLogger.Add(LogType.Identity, LogImpact.Low,
|
|
$"{ToPrettyString(player.Value):player} has changed the job color of {ToPrettyString(uid):entity} to {jobColor} ");
|
|
}
|
|
|
|
Dirty(uid, id);
|
|
|
|
return true;
|
|
}
|
|
|
|
public string GetJobColor(IPrototypeManager prototypeManager, IPrototype job)
|
|
{
|
|
var jobCode = job.ID;
|
|
|
|
var departments = prototypeManager.EnumeratePrototypes<DepartmentPrototype>().ToList();
|
|
departments.Sort((a, b) => a.Sort.CompareTo(b.Sort));
|
|
|
|
foreach (var department in from department in departments
|
|
from jobId in department.Roles
|
|
where jobId == jobCode
|
|
select department)
|
|
{
|
|
return department.Color.ToHex();
|
|
}
|
|
|
|
return string.Empty;
|
|
}
|
|
// Sunrise-End
|
|
|
|
/// <summary>
|
|
/// Attempts to change the full name of a card.
|
|
/// Returns true/false.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If provided with a player's EntityUid to the player parameter, adds the change to the admin logs.
|
|
/// </remarks>
|
|
public bool TryChangeFullName(EntityUid uid, string? fullName, IdCardComponent? id = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return false;
|
|
|
|
if (!string.IsNullOrWhiteSpace(fullName))
|
|
{
|
|
fullName = fullName.Trim();
|
|
if (fullName.Length > _maxNameLength)
|
|
fullName = fullName[.._maxNameLength];
|
|
}
|
|
else
|
|
{
|
|
fullName = null;
|
|
}
|
|
|
|
if (id.FullName == fullName)
|
|
return true;
|
|
id.FullName = fullName;
|
|
Dirty(uid, id);
|
|
UpdateEntityName(uid, id);
|
|
|
|
if (player != null)
|
|
{
|
|
_adminLogger.Add(LogType.Identity, LogImpact.Low,
|
|
$"{ToPrettyString(player.Value):player} has changed the name of {ToPrettyString(uid):entity} to {fullName} ");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes the name of the id's owner.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If either <see cref="FullName"/> or <see cref="JobTitle"/> is empty, it's replaced by placeholders.
|
|
/// If both are empty, the original entity's name is restored.
|
|
/// </remarks>
|
|
private void UpdateEntityName(EntityUid uid, IdCardComponent? id = null)
|
|
{
|
|
if (!Resolve(uid, ref id))
|
|
return;
|
|
|
|
var jobSuffix = string.IsNullOrWhiteSpace(id.LocalizedJobTitle) ? string.Empty : $" ({id.LocalizedJobTitle})";
|
|
|
|
var val = string.IsNullOrWhiteSpace(id.FullName)
|
|
? Loc.GetString(id.NameLocId,
|
|
("jobSuffix", jobSuffix))
|
|
: Loc.GetString(id.FullNameLocId,
|
|
("fullName", id.FullName),
|
|
("jobSuffix", jobSuffix));
|
|
_metaSystem.SetEntityName(uid, val);
|
|
}
|
|
|
|
private static string ExtractFullTitle(IdCardComponent idCardComponent)
|
|
{
|
|
return $"{idCardComponent.FullName} ({CultureInfo.CurrentCulture.TextInfo.ToTitleCase(idCardComponent.LocalizedJobTitle ?? string.Empty)})"
|
|
.Trim();
|
|
}
|
|
|
|
public void SetExpireTime(Entity<ExpireIdCardComponent?> ent, TimeSpan time)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return;
|
|
ent.Comp.ExpireTime = time;
|
|
Dirty(ent);
|
|
}
|
|
|
|
public void SetPermanent(Entity<ExpireIdCardComponent?> ent, bool val)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return;
|
|
ent.Comp.Permanent = val;
|
|
Dirty(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks an <see cref="ExpireIdCardComponent"/> as expired, setting the accesses.
|
|
/// </summary>
|
|
public virtual void ExpireId(Entity<ExpireIdCardComponent> ent)
|
|
{
|
|
if (ent.Comp.Expired)
|
|
return;
|
|
|
|
_access.TrySetTags(ent, ent.Comp.ExpiredAccess);
|
|
ent.Comp.Expired = true;
|
|
Dirty(ent);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
var query = EntityQueryEnumerator<ExpireIdCardComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.Expired || comp.Permanent)
|
|
continue;
|
|
|
|
if (_timing.CurTime < comp.ExpireTime)
|
|
continue;
|
|
|
|
ExpireId((uid, comp));
|
|
}
|
|
}
|
|
}
|