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...
334 lines
10 KiB
C#
334 lines
10 KiB
C#
using System.Globalization;
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using Content.Shared.Access.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Access.Systems;
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public abstract class SharedIdCardSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAccessSystem _access = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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// CCVar.
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private int _maxNameLength;
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private int _maxIdJobLength;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TryGetIdentityShortInfoEvent>(OnTryGetIdentityShortInfo);
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SubscribeLocalEvent<EntityRenamedEvent>(OnRename);
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Subs.CVar(_cfgManager, CCVars.MaxNameLength, value => _maxNameLength = value, true);
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Subs.CVar(_cfgManager, CCVars.MaxIdJobLength, value => _maxIdJobLength = value, true);
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}
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private void OnRename(ref EntityRenamedEvent ev)
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{
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// When a player gets renamed their id card is renamed as well to match.
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// Unfortunately since TryFindIdCard will succeed if the entity is also a card this means that the card will
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// keep renaming itself unless we return early.
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// We also do not include the PDA itself being renamed, as that triggers the same event (e.g. for chameleon PDAs).
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if (HasComp<IdCardComponent>(ev.Uid) || HasComp<PdaComponent>(ev.Uid))
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return;
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if (TryFindIdCard(ev.Uid, out var idCard))
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TryChangeFullName(idCard, ev.NewName, idCard);
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}
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private void OnMapInit(EntityUid uid, IdCardComponent id, MapInitEvent args)
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{
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UpdateEntityName(uid, id);
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}
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private void OnTryGetIdentityShortInfo(TryGetIdentityShortInfoEvent ev)
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{
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if (ev.Handled)
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{
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return;
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}
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string? title = null;
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if (TryFindIdCard(ev.ForActor, out var idCard) && !(ev.RequestForAccessLogging && idCard.Comp.BypassLogging))
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{
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title = ExtractFullTitle(idCard);
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}
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ev.Title = title;
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ev.Handled = true;
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}
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/// <summary>
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/// Attempt to find an ID card on an entity. This will look in the entity itself, in the entity's hands, and
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/// in the entity's inventory.
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/// </summary>
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public bool TryFindIdCard(EntityUid uid, out Entity<IdCardComponent> idCard)
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{
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// check held item?
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if (_hands.GetActiveItem(uid) is { } heldItem &&
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TryGetIdCard(heldItem, out idCard))
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{
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return true;
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}
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// check entity itself
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if (TryGetIdCard(uid, out idCard))
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return true;
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// check inventory slot?
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && TryGetIdCard(idUid.Value, out idCard))
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return true;
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return false;
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}
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/// <summary>
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/// Attempt to get an id card component from an entity, either by getting it directly from the entity, or by
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/// getting the contained id from a <see cref="PdaComponent"/>.
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/// </summary>
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public bool TryGetIdCard(EntityUid uid, out Entity<IdCardComponent> idCard)
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{
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if (TryComp(uid, out IdCardComponent? idCardComp))
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{
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idCard = (uid, idCardComp);
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return true;
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}
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if (TryComp(uid, out PdaComponent? pda)
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&& TryComp(pda.ContainedId, out idCardComp))
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{
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idCard = (pda.ContainedId.Value, idCardComp);
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return true;
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}
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idCard = default;
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return false;
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}
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/// <summary>
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/// Attempts to change the job title of a card.
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/// Returns true/false.
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/// </summary>
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/// <remarks>
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/// If provided with a player's EntityUid to the player parameter, adds the change to the admin logs.
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/// Actually works with the LocalizedJobTitle DataField and not with JobTitle.
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/// </remarks>
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public bool TryChangeJobTitle(EntityUid uid, string? jobTitle, IdCardComponent? id = null, EntityUid? player = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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if (!string.IsNullOrWhiteSpace(jobTitle))
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{
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jobTitle = jobTitle.Trim();
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if (jobTitle.Length > _maxIdJobLength)
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jobTitle = jobTitle[.._maxIdJobLength];
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}
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else
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{
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jobTitle = null;
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}
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if (id.LocalizedJobTitle == jobTitle)
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return true;
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id.LocalizedJobTitle = jobTitle;
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Dirty(uid, id);
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UpdateEntityName(uid, id);
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if (player != null)
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{
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_adminLogger.Add(LogType.Identity, LogImpact.Low,
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$"{ToPrettyString(player.Value):player} has changed the job title of {ToPrettyString(uid):entity} to {jobTitle} ");
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}
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return true;
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}
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public bool TryChangeJobIcon(EntityUid uid, JobIconPrototype jobIcon, IdCardComponent? id = null, EntityUid? player = null)
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{
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if (!Resolve(uid, ref id))
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{
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return false;
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}
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if (id.JobIcon == jobIcon.ID)
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{
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return true;
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}
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id.JobIcon = jobIcon.ID;
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Dirty(uid, id);
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if (player != null)
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{
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_adminLogger.Add(LogType.Identity, LogImpact.Low,
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$"{ToPrettyString(player.Value):player} has changed the job icon of {ToPrettyString(uid):entity} to {jobIcon} ");
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}
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return true;
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}
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public bool TryChangeJobDepartment(EntityUid uid, JobPrototype job, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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id.JobDepartments.Clear();
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foreach (var department in _prototypeManager.EnumeratePrototypes<DepartmentPrototype>())
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{
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if (department.Roles.Contains(job.ID))
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id.JobDepartments.Add(department.ID);
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}
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Dirty(uid, id);
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return true;
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}
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public bool TryChangeJobDepartment(EntityUid uid, List<ProtoId<DepartmentPrototype>> departments, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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id.JobDepartments.Clear();
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foreach (var department in departments)
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{
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id.JobDepartments.Add(department);
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}
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Dirty(uid, id);
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return true;
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}
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/// <summary>
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/// Attempts to change the full name of a card.
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/// Returns true/false.
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/// </summary>
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/// <remarks>
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/// If provided with a player's EntityUid to the player parameter, adds the change to the admin logs.
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/// </remarks>
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public bool TryChangeFullName(EntityUid uid, string? fullName, IdCardComponent? id = null, EntityUid? player = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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if (!string.IsNullOrWhiteSpace(fullName))
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{
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fullName = fullName.Trim();
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if (fullName.Length > _maxNameLength)
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fullName = fullName[.._maxNameLength];
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}
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else
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{
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fullName = null;
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}
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if (id.FullName == fullName)
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return true;
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id.FullName = fullName;
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Dirty(uid, id);
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UpdateEntityName(uid, id);
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if (player != null)
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{
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_adminLogger.Add(LogType.Identity, LogImpact.Low,
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$"{ToPrettyString(player.Value):player} has changed the name of {ToPrettyString(uid):entity} to {fullName} ");
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}
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return true;
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}
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/// <summary>
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/// Changes the name of the id's owner.
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/// </summary>
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/// <remarks>
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/// If either <see cref="FullName"/> or <see cref="JobTitle"/> is empty, it's replaced by placeholders.
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/// If both are empty, the original entity's name is restored.
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/// </remarks>
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private void UpdateEntityName(EntityUid uid, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return;
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var jobSuffix = string.IsNullOrWhiteSpace(id.LocalizedJobTitle) ? string.Empty : $" ({id.LocalizedJobTitle})";
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var val = string.IsNullOrWhiteSpace(id.FullName)
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? Loc.GetString(id.NameLocId,
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("jobSuffix", jobSuffix))
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: Loc.GetString(id.FullNameLocId,
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("fullName", id.FullName),
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("jobSuffix", jobSuffix));
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_metaSystem.SetEntityName(uid, val);
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}
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private static string ExtractFullTitle(IdCardComponent idCardComponent)
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{
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return $"{idCardComponent.FullName} ({CultureInfo.CurrentCulture.TextInfo.ToTitleCase(idCardComponent.LocalizedJobTitle ?? string.Empty)})"
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.Trim();
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}
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public void SetExpireTime(Entity<ExpireIdCardComponent?> ent, TimeSpan time)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.ExpireTime = time;
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Dirty(ent);
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}
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public void SetPermanent(Entity<ExpireIdCardComponent?> ent, bool val)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.Permanent = val;
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Dirty(ent);
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}
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/// <summary>
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/// Marks an <see cref="ExpireIdCardComponent"/> as expired, setting the accesses.
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/// </summary>
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public virtual void ExpireId(Entity<ExpireIdCardComponent> ent)
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{
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if (ent.Comp.Expired)
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return;
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_access.TrySetTags(ent, ent.Comp.ExpiredAccess);
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ent.Comp.Expired = true;
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Dirty(ent);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ExpireIdCardComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.Expired || comp.Permanent)
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continue;
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if (_timing.CurTime < comp.ExpireTime)
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continue;
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ExpireId((uid, comp));
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}
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}
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}
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