mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
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 partial class IdCardConsoleSystem : SharedIdCardConsoleSystem // DeltaV - made partial
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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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InitializeToggle(); // DeltaV
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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,
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Name(targetId));
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}
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_userInterface.SetUiState(uid, IdCardConsoleUiKey.Key, newState);
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}
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/// <summary>
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/// Called whenever an access button is pressed, adding or removing that access from the target ID card.
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/// Writes data passed from the UI into the ID stored in <see cref="IdCardConsoleComponent.TargetIdSlot"/>, if present.
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/// </summary>
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private void TryWriteToTargetId(EntityUid uid,
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string newFullName,
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string newJobTitle,
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List<ProtoId<AccessLevelPrototype>> newAccessList,
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ProtoId<AccessLevelPrototype> newJobProto,
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EntityUid player,
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IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.TargetIdSlot.Item is not { Valid: true } targetId || !PrivilegedIdIsAuthorized(uid, component))
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return;
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_idCard.TryChangeFullName(targetId, newFullName, player: player);
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_idCard.TryChangeJobTitle(targetId, newJobTitle, player: player);
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if (_prototype.TryIndex<JobPrototype>(newJobProto, out var job)
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&& _prototype.TryIndex(job.Icon, out var jobIcon))
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{
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_idCard.TryChangeJobIcon(targetId, jobIcon, player: player);
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_idCard.TryChangeJobDepartment(targetId, job);
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}
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UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job);
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if ((!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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|| keyStorage.Key is not { } key
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|| !_record.TryGetRecord<GeneralStationRecord>(key, out _))
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&& newJobProto != string.Empty)
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{
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Comp<IdCardComponent>(targetId).JobPrototype = newJobProto;
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}
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return; // DeltaV - use custom access toggle message, stop here
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if (!newAccessList.TrueForAll(x => component.AccessLevels.Contains(x)))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to write unknown access tag.");
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return;
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}
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var oldTags = _access.TryGetTags(targetId) ?? new List<ProtoId<AccessLevelPrototype>>();
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oldTags = oldTags.ToList();
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var privilegedId = component.PrivilegedIdSlot.Item;
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if (oldTags.SequenceEqual(newAccessList))
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return;
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// I hate that C# doesn't have an option for this and don't desire to write this out the hard way.
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// var difference = newAccessList.Difference(oldTags);
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var difference = newAccessList.Union(oldTags).Except(newAccessList.Intersect(oldTags)).ToHashSet();
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// NULL SAFETY: PrivilegedIdIsAuthorized checked this earlier.
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var privilegedPerms = _accessReader.FindAccessTags(privilegedId!.Value).ToHashSet();
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if (!difference.IsSubsetOf(privilegedPerms))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to modify permissions they could not give/take!");
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return;
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}
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var addedTags = newAccessList.Except(oldTags).Select(tag => "+" + tag).ToList();
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var removedTags = oldTags.Except(newAccessList).Select(tag => "-" + tag).ToList();
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_access.TrySetTags(targetId, newAccessList);
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/*TODO: ECS SharedIdCardConsoleComponent and then log on card ejection, together with the save.
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This current implementation is pretty shit as it logs 27 entries (27 lines) if someone decides to give themselves AA*/
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_adminLogger.Add(LogType.Action, LogImpact.Medium,
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$"{ToPrettyString(player):player} has modified {ToPrettyString(targetId):entity} with the following accesses: [{string.Join(", ", addedTags.Union(removedTags))}] [{string.Join(", ", newAccessList)}]");
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}
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/// <summary>
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/// Returns true if there is an ID in <see cref="IdCardConsoleComponent.PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReaderComponent"/>.
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/// </summary>
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/// <remarks>
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/// Other code relies on the fact this returns false if privileged Id is null. Don't break that invariant.
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/// </remarks>
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private bool PrivilegedIdIsAuthorized(EntityUid uid, IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return true;
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if (!TryComp<AccessReaderComponent>(uid, out var reader))
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return true;
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var privilegedId = component.PrivilegedIdSlot.Item;
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return privilegedId != null && _accessReader.IsAllowed(privilegedId.Value, uid, reader);
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}
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private void UpdateStationRecord(EntityUid uid, EntityUid targetId, string newFullName, ProtoId<AccessLevelPrototype> newJobTitle, JobPrototype? newJobProto)
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{
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if (!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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|| keyStorage.Key is not { } key
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|| !_record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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return;
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}
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record.Name = newFullName;
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record.JobTitle = newJobTitle;
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if (newJobProto != null)
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{
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record.JobPrototype = newJobProto.ID;
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record.JobIcon = newJobProto.Icon;
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}
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_record.Synchronize(key);
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}
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private void OnMachineDeconstructed(Entity<IdCardConsoleComponent> entity, ref MachineDeconstructedEvent args)
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{
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TryDropAndThrowIds(entity.AsNullable());
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}
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private void OnDamageChanged(Entity<IdCardConsoleComponent> entity, ref DamageChangedEvent args)
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{
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if (TryDropAndThrowIds(entity.AsNullable()))
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_chat.TrySendInGameICMessage(entity, Loc.GetString("id-card-console-damaged"), InGameICChatType.Speak, true);
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}
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#region PublicAPI
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/// <summary>
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/// Tries to drop any IDs stored in the console, and then tries to throw them away.
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/// Returns true if anything was ejected and false otherwise.
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/// </summary>
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public bool TryDropAndThrowIds(Entity<IdCardConsoleComponent?, ItemSlotsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
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return false;
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var didEject = false;
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foreach (var slot in ent.Comp2.Slots.Values)
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{
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if (slot.Item == null || slot.ContainerSlot == null)
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continue;
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var item = slot.Item.Value;
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if (_container.Remove(item, slot.ContainerSlot))
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{
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_throwing.TryThrow(item, _random.NextVector2(), baseThrowSpeed: 5f);
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didEject = true;
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}
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}
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return didEject;
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}
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#endregion
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}
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