mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
468 lines
17 KiB
C#
468 lines
17 KiB
C#
using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.Forensics;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Systems;
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using Content.Server.Mind;
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using Content.Server.Players.PlayTimeTracking;
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using Content.Server.Popups;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.CCVar;
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using Content.Shared.Forensics.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.PDA;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.StationRecords;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Administration.Systems;
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public sealed class AdminSystem : EntitySystem
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
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/// <summary>
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/// Set of players that have participated in this round.
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/// </summary>
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public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
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private readonly HashSet<NetUserId> _roundActivePlayers = new();
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public readonly PanicBunkerStatus PanicBunker = new();
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public override void Initialize()
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{
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base.Initialize();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_adminManager.OnPermsChanged += OnAdminPermsChanged;
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_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
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// Panic Bunker Settings
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Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
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SubscribeLocalEvent<ActorComponent, EntityRenamedEvent>(OnPlayerRenamed);
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SubscribeLocalEvent<ActorComponent, IdentityChangedEvent>(OnIdentityChanged);
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}
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private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
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{
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_roundActivePlayers.Clear();
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foreach (var (id, data) in _playerList)
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{
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if (!data.ActiveThisRound)
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continue;
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if (!_playerManager.TryGetPlayerData(id, out var playerData))
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return;
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_playerManager.TryGetSessionById(id, out var session);
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_playerList[id] = GetPlayerInfo(playerData, session);
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}
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var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(updateEv, admin.Channel);
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}
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}
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private void OnPlayerRenamed(Entity<ActorComponent> ent, ref EntityRenamedEvent args)
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{
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UpdatePlayerList(ent.Comp.PlayerSession);
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}
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public void UpdatePlayerList(ICommonSession player)
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{
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_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
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var playerInfoChangedEvent = new PlayerInfoChangedEvent
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{
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PlayerInfo = _playerList[player.UserId]
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};
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
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}
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}
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public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
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{
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if (netUserId == null)
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return null;
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_playerList.TryGetValue(netUserId.Value, out var value);
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return value ?? null;
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}
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private void OnIdentityChanged(Entity<ActorComponent> ent, ref IdentityChangedEvent ev)
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{
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UpdatePlayerList(ent.Comp.PlayerSession);
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}
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private void OnRoleEvent(RoleEvent ev)
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{
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if (!ev.RoleTypeUpdate || !_playerManager.TryGetSessionById(ev.Mind.UserId, out var session))
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return;
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UpdatePlayerList(session);
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}
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private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
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{
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UpdatePanicBunker();
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if (!obj.IsAdmin)
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{
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RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
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return;
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}
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SendFullPlayerList(obj.Player);
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}
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private void OnPlayerDetached(PlayerDetachedEvent ev)
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{
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// If disconnected then the player won't have a connected entity to get character name from.
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// The disconnected state gets sent by OnPlayerStatusChanged.
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if (ev.Player.Status == SessionStatus.Disconnected)
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return;
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UpdatePlayerList(ev.Player);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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if (ev.Player.Status == SessionStatus.Disconnected)
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return;
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_roundActivePlayers.Add(ev.Player.UserId);
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UpdatePlayerList(ev.Player);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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_adminManager.OnPermsChanged -= OnAdminPermsChanged;
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_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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UpdatePlayerList(e.Session);
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UpdatePanicBunker();
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}
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private void SendFullPlayerList(ICommonSession playerSession)
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{
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var ev = new FullPlayerListEvent();
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ev.PlayersInfo = _playerList.Values.ToList();
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RaiseNetworkEvent(ev, playerSession.Channel);
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}
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private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
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{
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var name = data.UserName;
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var entityName = string.Empty;
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var identityName = string.Empty;
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var sortWeight = 0;
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// Visible (identity) name can be different from real name
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if (session?.AttachedEntity != null)
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{
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entityName = Comp<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
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identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
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}
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var antag = false;
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// Starting role, antagonist status and role type
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RoleTypePrototype? roleType = null;
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var startingRole = string.Empty;
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LocId? subtype = null;
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if (_minds.TryGetMind(session, out var mindId, out var mindComp) && mindComp is not null)
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{
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sortWeight = _role.GetRoleCompByTime(mindComp)?.Comp.SortWeight ?? 0;
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if (_proto.TryIndex(mindComp.RoleType, out var role))
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{
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roleType = role;
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subtype = mindComp.Subtype;
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}
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else
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Log.Error($"{ToPrettyString(mindId)} has invalid Role Type '{mindComp.RoleType}'. Displaying '{Loc.GetString(RoleTypePrototype.FallbackName)}' instead");
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antag = _role.MindIsAntagonist(mindId);
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startingRole = _jobs.MindTryGetJobName(mindId);
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}
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// Connection status and playtime
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var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
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// Start with the last available playtime data
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var cachedInfo = GetCachedPlayerInfo(data.UserId);
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var overallPlaytime = cachedInfo?.OverallPlaytime;
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// Overwrite with current playtime data, unless it's null (such as if the player just disconnected)
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if (session != null &&
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_playTime.TryGetTrackerTimes(session, out var playTimes) &&
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playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
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{
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overallPlaytime = playTime;
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}
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return new PlayerInfo(
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name,
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entityName,
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identityName,
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startingRole,
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antag,
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roleType?.ID,
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subtype,
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sortWeight,
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GetNetEntity(session?.AttachedEntity),
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data.UserId,
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connected,
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_roundActivePlayers.Contains(data.UserId),
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overallPlaytime);
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}
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private void OnPanicBunkerChanged(bool enabled)
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{
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PanicBunker.Enabled = enabled;
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_chat.SendAdminAlert(Loc.GetString(enabled
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? "admin-ui-panic-bunker-enabled-admin-alert"
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: "admin-ui-panic-bunker-disabled-admin-alert"
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));
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
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{
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PanicBunker.DisableWithAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
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{
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PanicBunker.EnableWithoutAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
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{
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PanicBunker.CountDeadminnedAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnPanicBunkerShowReasonChanged(bool enabled)
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{
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PanicBunker.ShowReason = enabled;
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerMinAccountAgeChanged(int minutes)
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{
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PanicBunker.MinAccountAgeMinutes = minutes;
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
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{
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PanicBunker.MinOverallMinutes = minutes;
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SendPanicBunkerStatusAll();
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}
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private void UpdatePanicBunker()
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{
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|
var hasAdmins = false;
|
|
foreach (var admin in _adminManager.AllAdmins)
|
|
{
|
|
if (_adminManager.HasAdminFlag(admin, AdminFlags.Ban, includeDeAdmin: PanicBunker.CountDeadminnedAdmins)) // DeltaV: Check Ban instead of Admin
|
|
{
|
|
hasAdmins = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// TODO Fix order dependent Cvars
|
|
// Please for the sake of my sanity don't make cvars & order dependent.
|
|
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
|
|
//
|
|
// I.e., this:
|
|
// /sudo cvar game.panic_bunker.enabled true
|
|
// /sudo cvar game.panic_bunker.disable_with_admins true
|
|
// and this:
|
|
// /sudo cvar game.panic_bunker.disable_with_admins true
|
|
// /sudo cvar game.panic_bunker.enabled true
|
|
//
|
|
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
|
|
|
|
if (hasAdmins && PanicBunker.DisableWithAdmins)
|
|
{
|
|
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
|
|
}
|
|
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
|
|
{
|
|
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
|
|
}
|
|
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void SendPanicBunkerStatusAll()
|
|
{
|
|
var ev = new PanicBunkerChangedEvent(PanicBunker);
|
|
foreach (var admin in _adminManager.AllAdmins)
|
|
{
|
|
RaiseNetworkEvent(ev, admin);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Erases a player from the round.
|
|
/// This removes them and any trace of them from the round, deleting their
|
|
/// chat messages and showing a popup to other players.
|
|
/// Their items are dropped on the ground.
|
|
/// </summary>
|
|
public void Erase(NetUserId uid)
|
|
{
|
|
_chat.DeleteMessagesBy(uid);
|
|
|
|
var eraseEvent = new EraseEvent(uid);
|
|
|
|
if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.OwnedEntity == null || TerminatingOrDeleted(mind.OwnedEntity.Value))
|
|
{
|
|
RaiseLocalEvent(ref eraseEvent);
|
|
return;
|
|
}
|
|
|
|
var entity = mind.OwnedEntity.Value;
|
|
|
|
if (TryComp(entity, out TransformComponent? transform))
|
|
{
|
|
var coordinates = _transform.GetMoverCoordinates(entity, transform);
|
|
var name = Identity.Entity(entity, EntityManager);
|
|
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
|
|
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
|
|
var audioParams = new AudioParams().WithVolume(3);
|
|
_audio.PlayStatic("/Audio/_DV/Misc/reducedtoatmos.ogg", filter, coordinates, true, audioParams); // DeltaV
|
|
}
|
|
|
|
foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
|
|
{
|
|
if (TryComp(item, out PdaComponent? pda) &&
|
|
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
|
|
keyStorage.Key is { } key &&
|
|
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
|
|
{
|
|
if (TryComp(entity, out DnaComponent? dna) &&
|
|
dna.DNA != record.DNA)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
|
|
fingerPrint.Fingerprint != record.Fingerprint)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_stationRecords.RemoveRecord(key);
|
|
Del(item);
|
|
}
|
|
}
|
|
|
|
if (_inventory.TryGetContainerSlotEnumerator(entity, out var enumerator))
|
|
{
|
|
while (enumerator.NextItem(out var item, out var slot))
|
|
{
|
|
if (_inventory.TryUnequip(entity, entity, slot.Name, true, true))
|
|
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
|
|
}
|
|
}
|
|
|
|
if (TryComp(entity, out HandsComponent? hands))
|
|
{
|
|
foreach (var hand in _hands.EnumerateHands((entity, hands)))
|
|
{
|
|
_hands.TryDrop((entity, hands), hand, checkActionBlocker: false, doDropInteraction: false);
|
|
}
|
|
}
|
|
|
|
_minds.WipeMind(mindId, mind);
|
|
QueueDel(entity);
|
|
|
|
if (_playerManager.TryGetSessionById(uid, out var session))
|
|
_gameTicker.SpawnObserver(session);
|
|
|
|
RaiseLocalEvent(ref eraseEvent);
|
|
}
|
|
|
|
private void OnSessionPlayTimeUpdated(ICommonSession session)
|
|
{
|
|
UpdatePlayerList(session);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fired after a player is erased by an admin
|
|
/// </summary>
|
|
/// <param name="PlayerNetUserId">NetUserId of the player that was the target of the Erase</param>
|
|
[ByRefEvent]
|
|
public record struct EraseEvent(NetUserId PlayerNetUserId);
|