# 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
419 lines
15 KiB
C#
419 lines
15 KiB
C#
using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Administration.Logs;
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using Content.Server.Stack;
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using Content.Server.Store.Components;
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using Content.Shared.Actions;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Mind;
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using Content.Shared.PDA.Ringer;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Store.Systems;
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public sealed partial class StoreSystem
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{
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[Dependency] private readonly IAdminLogManager _admin = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly ActionUpgradeSystem _actionUpgrade = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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private void InitializeUi()
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{
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SubscribeLocalEvent<StoreComponent, StoreRequestUpdateInterfaceMessage>(OnRequestUpdate);
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SubscribeLocalEvent<StoreComponent, StoreBuyListingMessage>(OnBuyRequest);
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SubscribeLocalEvent<StoreComponent, StoreRequestWithdrawMessage>(OnRequestWithdraw);
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SubscribeLocalEvent<StoreComponent, StoreRequestRefundMessage>(OnRequestRefund);
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SubscribeLocalEvent<StoreComponent, RefundEntityDeletedEvent>(OnRefundEntityDeleted);
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}
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private void OnRefundEntityDeleted(Entity<StoreComponent> ent, ref RefundEntityDeletedEvent args)
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{
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ent.Comp.BoughtEntities.Remove(args.Uid);
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}
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/// <summary>
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/// Toggles the store Ui open and closed
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/// </summary>
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/// <param name="user">the person doing the toggling</param>
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/// <param name="storeEnt">the store being toggled</param>
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/// <param name="component"></param>
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public void ToggleUi(EntityUid user, EntityUid storeEnt, StoreComponent? component = null)
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{
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if (!Resolve(storeEnt, ref component))
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return;
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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if (!_ui.TryToggleUi(storeEnt, StoreUiKey.Key, actor.PlayerSession))
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return;
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UpdateUserInterface(user, storeEnt, component);
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}
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/// <summary>
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/// Closes the store UI for everyone, if it's open
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/// </summary>
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public void CloseUi(EntityUid uid, StoreComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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_ui.CloseUi(uid, StoreUiKey.Key);
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}
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/// <summary>
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/// Updates the user interface for a store and refreshes the listings
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/// </summary>
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/// <param name="user">The person who if opening the store ui. Listings are filtered based on this.</param>
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/// <param name="store">The store entity itself</param>
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/// <param name="component">The store component being refreshed.</param>
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public void UpdateUserInterface(EntityUid? user, EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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//this is the person who will be passed into logic for all listing filtering.
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if (user != null) //if we have no "buyer" for this update, then don't update the listings
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{
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component.LastAvailableListings = GetAvailableListings(component.AccountOwner ?? user.Value, store, component)
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.ToHashSet();
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}
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//dictionary for all currencies, including 0 values for currencies on the whitelist
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Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> allCurrency = new();
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foreach (var supported in component.CurrencyWhitelist)
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{
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allCurrency.Add(supported, FixedPoint2.Zero);
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if (component.Balance.TryGetValue(supported, out var value))
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allCurrency[supported] = value;
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}
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// TODO: if multiple users are supposed to be able to interact with a single BUI & see different
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// stores/listings, this needs to use session specific BUI states.
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// only tell operatives to lock their uplink if it can be locked
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var showFooter = HasComp<RingerUplinkComponent>(store);
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var state = new StoreUpdateState(component.LastAvailableListings, allCurrency, showFooter, component.RefundAllowed);
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_ui.SetUiState(store, StoreUiKey.Key, state);
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}
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|
|
|
private void OnRequestUpdate(EntityUid uid, StoreComponent component, StoreRequestUpdateInterfaceMessage args)
|
|
{
|
|
UpdateUserInterface(args.Actor, GetEntity(args.Entity), component);
|
|
}
|
|
|
|
private void BeforeActivatableUiOpen(EntityUid uid, StoreComponent component, BeforeActivatableUIOpenEvent args)
|
|
{
|
|
UpdateUserInterface(args.User, uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles whenever a purchase was made.
|
|
/// </summary>
|
|
private void OnBuyRequest(EntityUid uid, StoreComponent component, StoreBuyListingMessage msg)
|
|
{
|
|
var listing = component.FullListingsCatalog.FirstOrDefault(x => x.ID.Equals(msg.Listing.Id));
|
|
|
|
if (listing == null) //make sure this listing actually exists
|
|
{
|
|
Log.Debug("listing does not exist");
|
|
return;
|
|
}
|
|
|
|
var buyer = msg.Actor;
|
|
|
|
//verify that we can actually buy this listing and it wasn't added
|
|
if (!ListingHasCategory(listing, component.Categories))
|
|
return;
|
|
|
|
//condition checking because why not
|
|
if (listing.Conditions != null)
|
|
{
|
|
var args = new ListingConditionArgs(component.AccountOwner ?? GetBuyerMind(buyer), uid, listing, EntityManager);
|
|
var conditionsMet = listing.Conditions.All(condition => condition.Condition(args));
|
|
|
|
if (!conditionsMet)
|
|
return;
|
|
}
|
|
|
|
//check that we have enough money
|
|
var cost = listing.Cost;
|
|
foreach (var (currency, amount) in cost)
|
|
{
|
|
if (!component.Balance.TryGetValue(currency, out var balance) || balance < amount)
|
|
{
|
|
return;
|
|
}
|
|
|
|
}
|
|
if (!IsOnStartingMap(uid, component))
|
|
DisableRefund(uid, component);
|
|
|
|
//subtract the cash
|
|
foreach (var (currency, amount) in cost)
|
|
{
|
|
component.Balance[currency] -= amount;
|
|
|
|
component.BalanceSpent.TryAdd(currency, FixedPoint2.Zero);
|
|
|
|
component.BalanceSpent[currency] += amount;
|
|
|
|
// Sunrise-Start
|
|
var ev = new SubtractCashEvent(buyer, currency, amount);
|
|
RaiseLocalEvent(buyer, ref ev);
|
|
// Sunrise-End
|
|
|
|
}
|
|
|
|
//spawn entity
|
|
if (listing.ProductEntity != null)
|
|
{
|
|
var product = Spawn(listing.ProductEntity, Transform(buyer).Coordinates);
|
|
|
|
// Sunrise-Start
|
|
var ev = new ItemPurchasedEvent(buyer);
|
|
RaiseLocalEvent(product, ref ev);
|
|
// Sunrise-End
|
|
|
|
_hands.PickupOrDrop(buyer, product);
|
|
|
|
HandleRefundComp(uid, component, product);
|
|
|
|
var xForm = Transform(product);
|
|
|
|
if (xForm.ChildCount > 0)
|
|
{
|
|
var childEnumerator = xForm.ChildEnumerator;
|
|
while (childEnumerator.MoveNext(out var child))
|
|
{
|
|
component.BoughtEntities.Add(child);
|
|
}
|
|
}
|
|
}
|
|
|
|
//give action
|
|
if (!string.IsNullOrWhiteSpace(listing.ProductAction))
|
|
{
|
|
EntityUid? actionId;
|
|
// I guess we just allow duplicate actions?
|
|
// Allow duplicate actions and just have a single list buy for the buy-once ones.
|
|
if (!_mind.TryGetMind(buyer, out var mind, out _))
|
|
actionId = _actions.AddAction(buyer, listing.ProductAction);
|
|
else
|
|
actionId = _actionContainer.AddAction(mind, listing.ProductAction);
|
|
|
|
// Add the newly bought action entity to the list of bought entities
|
|
// And then add that action entity to the relevant product upgrade listing, if applicable
|
|
if (actionId != null)
|
|
{
|
|
HandleRefundComp(uid, component, actionId.Value);
|
|
|
|
if (listing.ProductUpgradeId != null)
|
|
{
|
|
foreach (var upgradeListing in component.FullListingsCatalog)
|
|
{
|
|
if (upgradeListing.ID == listing.ProductUpgradeId)
|
|
{
|
|
upgradeListing.ProductActionEntity = actionId.Value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (listing is { ProductUpgradeId: not null, ProductActionEntity: not null })
|
|
{
|
|
if (listing.ProductActionEntity != null)
|
|
{
|
|
component.BoughtEntities.Remove(listing.ProductActionEntity.Value);
|
|
}
|
|
|
|
if (!_actionUpgrade.TryUpgradeAction(listing.ProductActionEntity, out var upgradeActionId))
|
|
{
|
|
if (listing.ProductActionEntity != null)
|
|
HandleRefundComp(uid, component, listing.ProductActionEntity.Value);
|
|
|
|
return;
|
|
}
|
|
|
|
listing.ProductActionEntity = upgradeActionId;
|
|
|
|
if (upgradeActionId != null)
|
|
HandleRefundComp(uid, component, upgradeActionId.Value);
|
|
|
|
}
|
|
|
|
if (listing.ProductEvent != null)
|
|
{
|
|
if (!listing.RaiseProductEventOnUser)
|
|
RaiseLocalEvent(listing.ProductEvent);
|
|
else
|
|
RaiseLocalEvent(buyer, listing.ProductEvent);
|
|
}
|
|
|
|
if (listing.DisableRefund)
|
|
{
|
|
component.RefundAllowed = false;
|
|
}
|
|
|
|
//log dat shit.
|
|
_admin.Add(LogType.StorePurchase,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(buyer):player} purchased listing \"{ListingLocalisationHelpers.GetLocalisedNameOrEntityName(listing, _proto)}\" from {ToPrettyString(uid)}");
|
|
|
|
listing.PurchaseAmount++; //track how many times something has been purchased
|
|
_audio.PlayEntity(component.BuySuccessSound, msg.Actor, uid); //cha-ching!
|
|
|
|
var buyFinished = new StoreBuyFinishedEvent
|
|
{
|
|
PurchasedItem = listing,
|
|
StoreUid = uid
|
|
};
|
|
RaiseLocalEvent(ref buyFinished);
|
|
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles dispensing the currency you requested to be withdrawn.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This would need to be done should a currency with decimal values need to use it.
|
|
/// not quite sure how to handle that
|
|
/// </remarks>
|
|
private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
|
|
{
|
|
if (msg.Amount <= 0)
|
|
return;
|
|
|
|
//make sure we have enough cash in the bank and we actually support this currency
|
|
if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
|
|
return;
|
|
|
|
//make sure a malicious client didn't send us random shit
|
|
if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
|
|
return;
|
|
|
|
//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
|
|
if (proto.Cash == null || !proto.CanWithdraw)
|
|
return;
|
|
|
|
var buyer = msg.Actor;
|
|
|
|
FixedPoint2 amountRemaining = msg.Amount;
|
|
var coordinates = Transform(buyer).Coordinates;
|
|
|
|
var sortedCashValues = proto.Cash.Keys.OrderByDescending(x => x).ToList();
|
|
foreach (var value in sortedCashValues)
|
|
{
|
|
var cashId = proto.Cash[value];
|
|
var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
|
|
var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
|
|
if (ents.FirstOrDefault() is {} ent)
|
|
_hands.PickupOrDrop(buyer, ent);
|
|
amountRemaining -= value * amountToSpawn;
|
|
}
|
|
|
|
component.Balance[msg.Currency] -= msg.Amount;
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
private void OnRequestRefund(EntityUid uid, StoreComponent component, StoreRequestRefundMessage args)
|
|
{
|
|
// TODO: Remove guardian/holopara
|
|
|
|
if (args.Actor is not { Valid: true } buyer)
|
|
return;
|
|
|
|
if (!IsOnStartingMap(uid, component))
|
|
{
|
|
DisableRefund(uid, component);
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
if (!component.RefundAllowed || component.BoughtEntities.Count == 0)
|
|
return;
|
|
|
|
_admin.Add(LogType.StoreRefund, LogImpact.Low, $"{ToPrettyString(buyer):player} has refunded their purchases from {ToPrettyString(uid):store}");
|
|
|
|
for (var i = component.BoughtEntities.Count - 1; i >= 0; i--)
|
|
{
|
|
var purchase = component.BoughtEntities[i];
|
|
|
|
if (!Exists(purchase))
|
|
continue;
|
|
|
|
component.BoughtEntities.RemoveAt(i);
|
|
|
|
_actionContainer.RemoveAction(purchase, logMissing: false);
|
|
|
|
Del(purchase);
|
|
}
|
|
|
|
component.BoughtEntities.Clear();
|
|
|
|
foreach (var (currency, value) in component.BalanceSpent)
|
|
{
|
|
component.Balance[currency] += value;
|
|
}
|
|
|
|
// Reset store back to its original state
|
|
RefreshAllListings(component);
|
|
component.BalanceSpent = new();
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
private void HandleRefundComp(EntityUid uid, StoreComponent component, EntityUid purchase)
|
|
{
|
|
component.BoughtEntities.Add(purchase);
|
|
var refundComp = EnsureComp<StoreRefundComponent>(purchase);
|
|
refundComp.StoreEntity = uid;
|
|
refundComp.BoughtTime = _timing.CurTime;
|
|
}
|
|
|
|
private bool IsOnStartingMap(EntityUid store, StoreComponent component)
|
|
{
|
|
var xform = Transform(store);
|
|
return component.StartingMap == xform.MapUid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disables refunds for this store
|
|
/// </summary>
|
|
public void DisableRefund(EntityUid store, StoreComponent? component = null)
|
|
{
|
|
if (!Resolve(store, ref component))
|
|
return;
|
|
|
|
component.RefundAllowed = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event of successfully finishing purchase in store (<see cref="StoreSystem"/>.
|
|
/// </summary>
|
|
/// <param name="StoreUid">EntityUid on which store is placed.</param>
|
|
/// <param name="PurchasedItem">ListingItem that was purchased.</param>
|
|
[ByRefEvent]
|
|
public readonly record struct StoreBuyFinishedEvent(
|
|
EntityUid StoreUid,
|
|
ListingDataWithCostModifiers PurchasedItem
|
|
);
|