Files
Delta-v/Content.Server/Administration/Systems/AdminSystem.cs
T
+27 f941121384 upstream merge (#1636)
* uncomment grappling gun

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* disable contraband examine

* rename our SliceFoodEvent

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* replace mapped diamond stacks with single

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* remove nyano shock collar code

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove meteor swarms rule for a moment

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* Missing meteor presets (#29044)

* add meteors into missing game presets

* changes for real

* implement code

* this too

* Meteors now leave behind a bit of ore (#30419)

* Meteors that leave behind asteroid ore

* bigger offset

* Bit more generic

* Better defaults

* hrm?

* I HATE CUSTOM SERIALIZERS

* More comments

* renamed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* Automatic changelog update

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* :trollface:

* :trollface:

* actually untroll

* a

* 50 burger

* add back old meteor code

* fix

* use some live config options in dev

* remove old shock collar icon

* make ammo more consistent and work more

* clean up lathes diff to upstream

* a

* move rubber bullets to deltav folder

* a

* untroll

* more untrolls

* more untrolls

* untroll

* :trollface:

* a

* b

* remove it for real

* add missing lathe recipes

* replace cvars with component field

* remove taco from roboisseur

* migrate cardboard box with smg mags

* remove kebabs

* a

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
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2024-08-18 17:21:07 +00:00

456 lines
16 KiB
C#

using System.Linq;
using Content.Server.Administration.Managers;
using Content.Server.Chat.Managers;
using Content.Server.Forensics;
using Content.Server.GameTicking;
using Content.Server.Hands.Systems;
using Content.Server.Mind;
using Content.Server.Players.PlayTimeTracking;
using Content.Server.Popups;
using Content.Server.StationRecords.Systems;
using Content.Shared.Administration;
using Content.Shared.Administration.Events;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Popups;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Content.Shared.StationRecords;
using Content.Shared.Throwing;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Content.Server.Administration.Systems;
public sealed class AdminSystem : EntitySystem
{
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
/// <summary>
/// Set of players that have participated in this round.
/// </summary>
public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
private readonly HashSet<NetUserId> _roundActivePlayers = new();
public readonly PanicBunkerStatus PanicBunker = new();
public readonly BabyJailStatus BabyJail = new();
public override void Initialize()
{
base.Initialize();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
// Panic Bunker Settings
Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
/*
* TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
*/
// Baby Jail Settings
Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxOverallMinutes, OnBabyJailMaxOverallMinutesChanged, true);
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
}
private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
{
_roundActivePlayers.Clear();
foreach (var (id, data) in _playerList)
{
if (!data.ActiveThisRound)
continue;
if (!_playerManager.TryGetPlayerData(id, out var playerData))
return;
_playerManager.TryGetSessionById(id, out var session);
_playerList[id] = GetPlayerInfo(playerData, session);
}
var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(updateEv, admin.Channel);
}
}
public void UpdatePlayerList(ICommonSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
}
}
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
{
if (netUserId == null)
return null;
_playerList.TryGetValue(netUserId.Value, out var value);
return value ?? null;
}
private void OnIdentityChanged(ref IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
return;
UpdatePlayerList(actor.PlayerSession);
}
private void OnRoleEvent(RoleEvent ev)
{
var session = _minds.GetSession(ev.Mind);
if (!ev.Antagonist || session == null)
return;
UpdatePlayerList(session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
UpdatePanicBunker();
if (!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if (ev.Player.Status == SessionStatus.Disconnected)
return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if (ev.Player.Status == SessionStatus.Disconnected)
return;
_roundActivePlayers.Add(ev.Player.UserId);
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
UpdatePanicBunker();
}
private void SendFullPlayerList(ICommonSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.Channel);
}
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
{
var name = data.UserName;
var entityName = string.Empty;
var identityName = string.Empty;
if (session?.AttachedEntity != null)
{
entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var antag = false;
var startingRole = string.Empty;
if (_minds.TryGetMind(session, out var mindId, out _))
{
antag = _role.MindIsAntagonist(mindId);
startingRole = _jobs.MindTryGetJobName(mindId);
}
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
TimeSpan? overallPlaytime = null;
if (session != null &&
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
{
overallPlaytime = playTime;
}
return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
}
private void OnPanicBunkerChanged(bool enabled)
{
PanicBunker.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-panic-bunker-enabled-admin-alert"
: "admin-ui-panic-bunker-disabled-admin-alert"
));
SendPanicBunkerStatusAll();
}
private void OnBabyJailChanged(bool enabled)
{
BabyJail.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-baby-jail-enabled-admin-alert"
: "admin-ui-baby-jail-disabled-admin-alert"
));
SendBabyJailStatusAll();
}
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
{
PanicBunker.DisableWithAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
{
PanicBunker.EnableWithoutAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
{
PanicBunker.CountDeadminnedAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerShowReasonChanged(bool enabled)
{
PanicBunker.ShowReason = enabled;
SendPanicBunkerStatusAll();
}
private void OnBabyJailShowReasonChanged(bool enabled)
{
BabyJail.ShowReason = enabled;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
{
PanicBunker.MinAccountAgeMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxAccountAgeChanged(int minutes)
{
BabyJail.MaxAccountAgeMinutes = minutes;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
{
PanicBunker.MinOverallMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxOverallMinutesChanged(int minutes)
{
BabyJail.MaxOverallMinutes = minutes;
SendBabyJailStatusAll();
}
private void UpdatePanicBunker()
{
var admins = PanicBunker.CountDeadminnedAdmins
? _adminManager.AllAdmins
: _adminManager.ActiveAdmins;
var hasAdmins = admins.Any();
// 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);
}
}
private void SendBabyJailStatusAll()
{
var ev = new BabyJailChangedEvent(BabyJail);
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(ICommonSession player)
{
var entity = player.AttachedEntity;
_chat.DeleteMessagesBy(player);
if (entity != null && !TerminatingOrDeleted(entity.Value))
{
if (TryComp(entity.Value, out TransformComponent? transform))
{
var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
var name = Identity.Entity(entity.Value, 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/DeltaV/Misc/reducedtoatmos.ogg", filter, coordinates, true, audioParams); // DeltaV
}
foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
{
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.Value, out var enumerator))
{
while (enumerator.NextItem(out var item, out var slot))
{
if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
}
}
if (TryComp(entity.Value, out HandsComponent? hands))
{
foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
{
_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
}
}
}
_minds.WipeMind(player);
QueueDel(entity);
_gameTicker.SpawnObserver(player);
}
private void OnSessionPlayTimeUpdated(ICommonSession session)
{
UpdatePlayerList(session);
}
}