# 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
338 lines
11 KiB
C#
338 lines
11 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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using Content.Server.EUI;
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using Content.Server.Station.Systems;
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using Content.Server.StationRecords;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.CrewManifest;
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using Content.Shared.GameTicking;
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using Content.Shared.Roles;
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using Content.Shared.Station.Components;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.StationRecords;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.CrewManifest;
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public sealed class CrewManifestSystem : EntitySystem
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{
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly StationRecordsSystem _recordsSystem = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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/// <summary>
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/// Cached crew manifest entries. The alternative is to outright
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/// rebuild the crew manifest every time the state is requested:
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/// this is inefficient.
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/// </summary>
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private readonly Dictionary<EntityUid, CrewManifestEntries> _cachedEntries = new();
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private readonly Dictionary<EntityUid, Dictionary<ICommonSession, CrewManifestEui>> _openEuis = new();
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public override void Initialize()
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{
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SubscribeLocalEvent<AfterGeneralRecordCreatedEvent>(AfterGeneralRecordCreated);
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SubscribeLocalEvent<RecordModifiedEvent>(OnRecordModified);
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SubscribeLocalEvent<RecordRemovedEvent>(OnRecordRemoved);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
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SubscribeNetworkEvent<RequestCrewManifestMessage>(OnRequestCrewManifest);
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SubscribeLocalEvent<CrewManifestViewerComponent, BoundUIClosedEvent>(OnBoundUiClose);
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SubscribeLocalEvent<CrewManifestViewerComponent, CrewManifestOpenUiMessage>(OpenEuiFromBui);
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SubscribeLocalEvent<BorgCrewManifestViewerComponent, MapInitEvent>(BorgCrewManifestViewerMapInit);
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SubscribeLocalEvent<BorgCrewManifestViewerComponent, CrewManifestOpenActionEvent>(OpenCrewManifest);
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}
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// Sunrise-Start
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private void BorgCrewManifestViewerMapInit(EntityUid uid, BorgCrewManifestViewerComponent component, MapInitEvent args)
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{
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_actions.AddAction(uid, component.ActionViewCrewManifest);
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}
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private void OpenCrewManifest(EntityUid uid, BorgCrewManifestViewerComponent component, CrewManifestOpenActionEvent args)
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{
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if (args.Handled)
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return;
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var owningStation = _stationSystem.GetOwningStation(uid);
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if (owningStation == null || !TryComp<ActorComponent>(args.Performer, out var actor))
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{
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return;
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}
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if (!_openEuis.TryGetValue(owningStation.Value, out var euis))
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{
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euis = new();
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_openEuis.Add(owningStation.Value, euis);
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}
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if (euis.ContainsKey(actor.PlayerSession))
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{
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CloseEui(owningStation.Value, actor.PlayerSession, uid);
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}
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else
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{
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OpenEui(owningStation.Value, actor.PlayerSession, uid);
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}
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args.Handled = true;
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}
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// Sunrise-End
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private void OnRoundRestart(RoundRestartCleanupEvent ev)
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{
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foreach (var (_, euis) in _openEuis)
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{
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foreach (var (_, eui) in euis)
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{
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eui.Close();
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}
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}
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_openEuis.Clear();
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_cachedEntries.Clear();
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}
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private void OnRequestCrewManifest(RequestCrewManifestMessage message, EntitySessionEventArgs args)
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{
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if (args.SenderSession is not { } sessionCast
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|| !_configManager.GetCVar(CCVars.CrewManifestWithoutEntity))
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{
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return;
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}
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OpenEui(GetEntity(message.Id), sessionCast);
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}
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// Not a big fan of this one. Rebuilds the crew manifest every time
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// somebody spawns in, meaning that at round start, it rebuilds the crew manifest
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// wrt the amount of players readied up.
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private void AfterGeneralRecordCreated(AfterGeneralRecordCreatedEvent ev)
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{
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BuildCrewManifest(ev.Key.OriginStation);
|
|
UpdateEuis(ev.Key.OriginStation);
|
|
}
|
|
|
|
private void OnRecordModified(RecordModifiedEvent ev)
|
|
{
|
|
BuildCrewManifest(ev.Key.OriginStation);
|
|
UpdateEuis(ev.Key.OriginStation);
|
|
}
|
|
|
|
private void OnRecordRemoved(RecordRemovedEvent ev)
|
|
{
|
|
BuildCrewManifest(ev.Key.OriginStation);
|
|
UpdateEuis(ev.Key.OriginStation);
|
|
}
|
|
|
|
private void OnBoundUiClose(EntityUid uid, CrewManifestViewerComponent component, BoundUIClosedEvent ev)
|
|
{
|
|
if (!Equals(ev.UiKey, component.OwnerKey))
|
|
return;
|
|
|
|
var owningStation = _stationSystem.GetOwningStation(uid);
|
|
if (owningStation == null || !TryComp(ev.Actor, out ActorComponent? actorComp))
|
|
{
|
|
return;
|
|
}
|
|
|
|
CloseEui(owningStation.Value, actorComp.PlayerSession, uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the crew manifest for a given station, along with the name of the station.
|
|
/// </summary>
|
|
/// <param name="station">Entity uid of the station.</param>
|
|
/// <returns>The name and crew manifest entries (unordered) of the station.</returns>
|
|
public (string name, CrewManifestEntries? entries) GetCrewManifest(EntityUid station)
|
|
{
|
|
var valid = _cachedEntries.TryGetValue(station, out var manifest);
|
|
return (valid ? MetaData(station).EntityName : string.Empty, valid ? manifest : null);
|
|
}
|
|
|
|
private void UpdateEuis(EntityUid station)
|
|
{
|
|
if (_openEuis.TryGetValue(station, out var euis))
|
|
{
|
|
foreach (var eui in euis.Values)
|
|
{
|
|
eui.StateDirty();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OpenEuiFromBui(EntityUid uid, CrewManifestViewerComponent component, CrewManifestOpenUiMessage msg)
|
|
{
|
|
if (!msg.UiKey.Equals(component.OwnerKey))
|
|
{
|
|
Log.Error(
|
|
"{User} tried to open crew manifest from wrong UI: {Key}. Correct owned is {ExpectedKey}",
|
|
msg.Actor, msg.UiKey, component.OwnerKey);
|
|
return;
|
|
}
|
|
|
|
var owningStation = _stationSystem.GetOwningStation(uid);
|
|
if (owningStation == null || !TryComp(msg.Actor, out ActorComponent? actorComp))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_configManager.GetCVar(CCVars.CrewManifestUnsecure) && component.Unsecure)
|
|
{
|
|
return;
|
|
}
|
|
|
|
OpenEui(owningStation.Value, actorComp.PlayerSession, uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Opens a crew manifest EUI for a given player.
|
|
/// </summary>
|
|
/// <param name="station">Station that we're displaying the crew manifest for.</param>
|
|
/// <param name="session">The player's session.</param>
|
|
/// <param name="owner">If this EUI should be 'owned' by an entity.</param>
|
|
public void OpenEui(EntityUid station, ICommonSession session, EntityUid? owner = null)
|
|
{
|
|
if (!HasComp<StationRecordsComponent>(station))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_openEuis.TryGetValue(station, out var euis))
|
|
{
|
|
euis = new();
|
|
_openEuis.Add(station, euis);
|
|
}
|
|
|
|
if (euis.ContainsKey(session))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var eui = new CrewManifestEui(station, owner, this);
|
|
euis.Add(session, eui);
|
|
|
|
_euiManager.OpenEui(eui, session);
|
|
eui.StateDirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Closes an EUI for a given player.
|
|
/// </summary>
|
|
/// <param name="station">Station that we're displaying the crew manifest for.</param>
|
|
/// <param name="session">The player's session.</param>
|
|
/// <param name="owner">The owner of this EUI, if there was one.</param>
|
|
public void CloseEui(EntityUid station, ICommonSession session, EntityUid? owner = null)
|
|
{
|
|
if (!HasComp<StationRecordsComponent>(station))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_openEuis.TryGetValue(station, out var euis)
|
|
|| !euis.TryGetValue(session, out var eui))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (eui.Owner == owner)
|
|
{
|
|
euis.Remove(session);
|
|
eui.Close();
|
|
}
|
|
|
|
if (euis.Count == 0)
|
|
{
|
|
_openEuis.Remove(station);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds the crew manifest for a station. Stores it in the cache afterwards.
|
|
/// </summary>
|
|
/// <param name="station"></param>
|
|
private void BuildCrewManifest(EntityUid station)
|
|
{
|
|
var iter = _recordsSystem.GetRecordsOfType<GeneralStationRecord>(station);
|
|
|
|
var entries = new CrewManifestEntries();
|
|
|
|
var entriesSort = new List<(JobPrototype? job, CrewManifestEntry entry)>();
|
|
foreach (var recordObject in iter)
|
|
{
|
|
var record = recordObject.Item2;
|
|
var entry = new CrewManifestEntry(record.Name, record.JobTitle, record.JobIcon, record.JobPrototype);
|
|
|
|
_prototypeManager.TryIndex(record.JobPrototype, out JobPrototype? job);
|
|
entriesSort.Add((job, entry));
|
|
}
|
|
|
|
entriesSort.Sort((a, b) =>
|
|
{
|
|
var cmp = JobUIComparer.Instance.Compare(a.job, b.job);
|
|
if (cmp != 0)
|
|
return cmp;
|
|
|
|
return string.Compare(a.entry.Name, b.entry.Name, StringComparison.CurrentCultureIgnoreCase);
|
|
});
|
|
|
|
entries.Entries = entriesSort.Select(x => x.entry).ToArray();
|
|
_cachedEntries[station] = entries;
|
|
}
|
|
}
|
|
|
|
[AdminCommand(AdminFlags.Admin)]
|
|
public sealed class CrewManifestCommand : LocalizedEntityCommands
|
|
{
|
|
[Dependency] private readonly CrewManifestSystem _manifestSystem = default!;
|
|
|
|
public override string Command => "crewmanifest";
|
|
|
|
public override void Execute(IConsoleShell shell, string argStr, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
{
|
|
shell.WriteLine(Loc.GetString($"shell-need-exactly-one-argument"));
|
|
return;
|
|
}
|
|
|
|
if (!NetEntity.TryParse(args[0], out var uidNet) || !EntityManager.TryGetEntity(uidNet, out var uid))
|
|
{
|
|
shell.WriteLine(Loc.GetString($"shell-argument-station-id-invalid", ("index", args[0])));
|
|
return;
|
|
}
|
|
|
|
if (shell.Player is not { } session)
|
|
{
|
|
shell.WriteLine(Loc.GetString($"shell-cannot-run-command-from-server"));
|
|
return;
|
|
}
|
|
|
|
_manifestSystem.OpenEui(uid.Value, session);
|
|
}
|
|
|
|
public override CompletionResult GetCompletion(IConsoleShell shell, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
return CompletionResult.Empty;
|
|
|
|
var stations = new List<CompletionOption>();
|
|
var query = EntityManager.EntityQueryEnumerator<StationDataComponent>();
|
|
while (query.MoveNext(out var uid, out _))
|
|
{
|
|
var meta = EntityManager.GetComponent<MetaDataComponent>(uid);
|
|
stations.Add(new CompletionOption(uid.ToString(), meta.EntityName));
|
|
}
|
|
|
|
return CompletionResult.FromHintOptions(stations, null);
|
|
}
|
|
}
|