# 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
280 lines
11 KiB
C#
280 lines
11 KiB
C#
using System.Linq;
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using Content.Server.Chat.Systems;
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using Content.Server.Containers;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.Access.Components;
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using static Content.Shared.Access.Components.IdCardConsoleComponent;
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using Content.Shared.Access.Systems;
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using Content.Shared.Access;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Construction;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Roles;
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using Content.Shared.StationRecords;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Access.Systems;
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[UsedImplicitly]
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public sealed class IdCardConsoleSystem : SharedIdCardConsoleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly StationRecordsSystem _record = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly AccessSystem _access = default!;
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[Dependency] private readonly IdCardSystem _idCard = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardConsoleComponent, WriteToTargetIdMessage>(OnWriteToTargetIdMessage);
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// one day, maybe bound user interfaces can be shared too.
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SubscribeLocalEvent<IdCardConsoleComponent, ComponentStartup>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntInsertedIntoContainerMessage>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntRemovedFromContainerMessage>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, DamageChangedEvent>(OnDamageChanged);
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// Intercept the event before anyone can do anything with it!
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SubscribeLocalEvent<IdCardConsoleComponent, MachineDeconstructedEvent>(OnMachineDeconstructed,
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before: [typeof(EmptyOnMachineDeconstructSystem), typeof(ItemSlotsSystem)]);
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}
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private void OnWriteToTargetIdMessage(EntityUid uid, IdCardConsoleComponent component, WriteToTargetIdMessage args)
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{
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if (args.Actor is not { Valid: true } player)
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return;
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TryWriteToTargetId(uid, args.FullName, args.JobTitle, args.AccessList, args.JobPrototype, player, component);
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UpdateUserInterface(uid, component, args);
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}
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private void UpdateUserInterface(EntityUid uid, IdCardConsoleComponent component, EntityEventArgs args)
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{
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if (!component.Initialized)
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return;
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var privilegedIdName = string.Empty;
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List<ProtoId<AccessLevelPrototype>>? possibleAccess = null;
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if (component.PrivilegedIdSlot.Item is { Valid: true } item)
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{
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privilegedIdName = Comp<MetaDataComponent>(item).EntityName;
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possibleAccess = _accessReader.FindAccessTags(item).ToList();
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}
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IdCardConsoleBoundUserInterfaceState newState;
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// this could be prettier
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if (component.TargetIdSlot.Item is not { Valid: true } targetId)
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{
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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false,
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null,
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null,
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null,
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possibleAccess,
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string.Empty,
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privilegedIdName,
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string.Empty);
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}
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else
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{
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var targetIdComponent = Comp<IdCardComponent>(targetId);
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var targetAccessComponent = Comp<AccessComponent>(targetId);
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var jobProto = targetIdComponent.JobPrototype ?? new ProtoId<AccessLevelPrototype>(string.Empty);
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if (TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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&& keyStorage.Key is { } key
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&& _record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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jobProto = record.JobPrototype;
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}
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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true,
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targetIdComponent.FullName,
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targetIdComponent.LocalizedJobTitle,
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targetAccessComponent.Tags.ToList(),
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possibleAccess,
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jobProto,
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|
privilegedIdName,
|
|
Name(targetId));
|
|
}
|
|
|
|
_userInterface.SetUiState(uid, IdCardConsoleUiKey.Key, newState);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called whenever an access button is pressed, adding or removing that access from the target ID card.
|
|
/// Writes data passed from the UI into the ID stored in <see cref="IdCardConsoleComponent.TargetIdSlot"/>, if present.
|
|
/// </summary>
|
|
private void TryWriteToTargetId(EntityUid uid,
|
|
string newFullName,
|
|
string newJobTitle,
|
|
List<ProtoId<AccessLevelPrototype>> newAccessList,
|
|
ProtoId<AccessLevelPrototype> newJobProto,
|
|
EntityUid player,
|
|
IdCardConsoleComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.TargetIdSlot.Item is not { Valid: true } targetId || !PrivilegedIdIsAuthorized(uid, component))
|
|
return;
|
|
|
|
_idCard.TryChangeFullName(targetId, newFullName, player: player);
|
|
_idCard.TryChangeJobTitle(targetId, newJobTitle, player: player);
|
|
|
|
if (_prototype.TryIndex<JobPrototype>(newJobProto, out var job)
|
|
&& _prototype.TryIndex(job.Icon, out var jobIcon))
|
|
{
|
|
_idCard.TryChangeJobIcon(targetId, jobIcon, player: player);
|
|
_idCard.TryChangeJobDepartment(targetId, job);
|
|
// Sunrise-Start
|
|
_idCard.TryChangeJobColor(targetId,_idCard.GetJobColor(_prototype, job), job.RadioIsBold);
|
|
// Sunrise-End
|
|
}
|
|
|
|
UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job);
|
|
if ((!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
|
|
|| keyStorage.Key is not { } key
|
|
|| !_record.TryGetRecord<GeneralStationRecord>(key, out _))
|
|
&& newJobProto != string.Empty)
|
|
{
|
|
Comp<IdCardComponent>(targetId).JobPrototype = newJobProto;
|
|
}
|
|
|
|
if (!newAccessList.TrueForAll(x => component.AccessLevels.Contains(x)))
|
|
{
|
|
_sawmill.Warning($"User {ToPrettyString(uid)} tried to write unknown access tag.");
|
|
return;
|
|
}
|
|
|
|
var oldTags = _access.TryGetTags(targetId) ?? new List<ProtoId<AccessLevelPrototype>>();
|
|
oldTags = oldTags.ToList();
|
|
|
|
var privilegedId = component.PrivilegedIdSlot.Item;
|
|
|
|
if (oldTags.SequenceEqual(newAccessList))
|
|
return;
|
|
|
|
// I hate that C# doesn't have an option for this and don't desire to write this out the hard way.
|
|
// var difference = newAccessList.Difference(oldTags);
|
|
var difference = newAccessList.Union(oldTags).Except(newAccessList.Intersect(oldTags)).ToHashSet();
|
|
// NULL SAFETY: PrivilegedIdIsAuthorized checked this earlier.
|
|
var privilegedPerms = _accessReader.FindAccessTags(privilegedId!.Value).ToHashSet();
|
|
if (!difference.IsSubsetOf(privilegedPerms))
|
|
{
|
|
_sawmill.Warning($"User {ToPrettyString(uid)} tried to modify permissions they could not give/take!");
|
|
return;
|
|
}
|
|
|
|
var addedTags = newAccessList.Except(oldTags).Select(tag => "+" + tag).ToList();
|
|
var removedTags = oldTags.Except(newAccessList).Select(tag => "-" + tag).ToList();
|
|
_access.TrySetTags(targetId, newAccessList);
|
|
|
|
/*TODO: ECS SharedIdCardConsoleComponent and then log on card ejection, together with the save.
|
|
This current implementation is pretty shit as it logs 27 entries (27 lines) if someone decides to give themselves AA*/
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(player):player} has modified {ToPrettyString(targetId):entity} with the following accesses: [{string.Join(", ", addedTags.Union(removedTags))}] [{string.Join(", ", newAccessList)}]");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if there is an ID in <see cref="IdCardConsoleComponent.PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReaderComponent"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Other code relies on the fact this returns false if privileged Id is null. Don't break that invariant.
|
|
/// </remarks>
|
|
private bool PrivilegedIdIsAuthorized(EntityUid uid, IdCardConsoleComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return true;
|
|
|
|
if (!TryComp<AccessReaderComponent>(uid, out var reader))
|
|
return true;
|
|
|
|
var privilegedId = component.PrivilegedIdSlot.Item;
|
|
return privilegedId != null && _accessReader.IsAllowed(privilegedId.Value, uid, reader);
|
|
}
|
|
|
|
private void UpdateStationRecord(EntityUid uid, EntityUid targetId, string newFullName, ProtoId<AccessLevelPrototype> newJobTitle, JobPrototype? newJobProto)
|
|
{
|
|
if (!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
|
|
|| keyStorage.Key is not { } key
|
|
|| !_record.TryGetRecord<GeneralStationRecord>(key, out var record))
|
|
{
|
|
return;
|
|
}
|
|
|
|
record.Name = newFullName;
|
|
record.JobTitle = newJobTitle;
|
|
|
|
if (newJobProto != null)
|
|
{
|
|
record.JobPrototype = newJobProto.ID;
|
|
record.JobIcon = newJobProto.Icon;
|
|
}
|
|
|
|
_record.Synchronize(key);
|
|
}
|
|
|
|
private void OnMachineDeconstructed(Entity<IdCardConsoleComponent> entity, ref MachineDeconstructedEvent args)
|
|
{
|
|
TryDropAndThrowIds(entity.AsNullable());
|
|
}
|
|
|
|
private void OnDamageChanged(Entity<IdCardConsoleComponent> entity, ref DamageChangedEvent args)
|
|
{
|
|
if (TryDropAndThrowIds(entity.AsNullable()))
|
|
_chat.TrySendInGameICMessage(entity, Loc.GetString("id-card-console-damaged"), InGameICChatType.Speak, true);
|
|
}
|
|
|
|
#region PublicAPI
|
|
|
|
/// <summary>
|
|
/// Tries to drop any IDs stored in the console, and then tries to throw them away.
|
|
/// Returns true if anything was ejected and false otherwise.
|
|
/// </summary>
|
|
public bool TryDropAndThrowIds(Entity<IdCardConsoleComponent?, ItemSlotsComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
|
|
return false;
|
|
|
|
var didEject = false;
|
|
|
|
foreach (var slot in ent.Comp2.Slots.Values)
|
|
{
|
|
if (slot.Item == null || slot.ContainerSlot == null)
|
|
continue;
|
|
|
|
var item = slot.Item.Value;
|
|
if (_container.Remove(item, slot.ContainerSlot))
|
|
{
|
|
_throwing.TryThrow(item, _random.NextVector2(), baseThrowSpeed: 5f);
|
|
didEject = true;
|
|
}
|
|
}
|
|
|
|
return didEject;
|
|
}
|
|
|
|
#endregion
|
|
}
|