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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
461 lines
18 KiB
C#
461 lines
18 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.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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{
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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 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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[Dependency] private readonly IPrototypeManager _protoMan = 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 readonly BabyJailStatus BabyJail = 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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// 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, OnShowReasonChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinOverallHours, OnPanicBunkerMinOverallHoursChanged, true);
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/*
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* 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.
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*/
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// Baby Jail Settings
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Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
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Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
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Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
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Subs.CVar(_config, CCVars.BabyJailMaxOverallHours, OnBabyJailMaxOverallHoursChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinOverallHours, OnPanicBunkerMinOverallHoursChanged, true);
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SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
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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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}
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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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|| !_playerManager.TryGetPlayerData(id, out var playerData)
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|| !_playerManager.TryGetSessionById(id, out var session))
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continue;
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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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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(ref IdentityChangedEvent ev)
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{
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if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
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return;
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UpdatePlayerList(actor.PlayerSession);
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}
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private void OnRoleEvent(RoleEvent ev)
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{
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var session = _minds.GetSession(ev.Mind);
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if (!ev.RoleTypeUpdate || session == null)
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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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}
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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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if (session?.AttachedEntity != null)
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{
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entityName = EntityManager.GetComponent<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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RoleTypePrototype roleType = new();
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var startingRole = string.Empty;
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if (_minds.TryGetMind(session, out var mindId, out var mindComp))
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{
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if (_protoMan.TryIndex(mindComp.RoleType, out var role))
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roleType = role;
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else
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Log.Error($"{ToPrettyString(mindId)} has invalid Role Type '{mindComp.RoleType}'. Displaying '{Loc.GetString(roleType.Name)}' 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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var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
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TimeSpan? overallPlaytime = null;
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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(name, entityName, identityName, startingRole, antag, roleType, GetNetEntity(session?.AttachedEntity), data.UserId,
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connected, _roundActivePlayers.Contains(data.UserId), 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 OnBabyJailChanged(bool enabled)
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{
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BabyJail.Enabled = enabled;
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_chat.SendAdminAlert(Loc.GetString(enabled
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? "admin-ui-baby-jail-enabled-admin-alert"
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: "admin-ui-baby-jail-disabled-admin-alert"
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));
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SendBabyJailStatusAll();
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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 OnShowReasonChanged(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 OnBabyJailShowReasonChanged(bool enabled)
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{
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BabyJail.ShowReason = enabled;
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SendBabyJailStatusAll();
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}
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private void OnPanicBunkerMinAccountAgeChanged(int hours)
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{
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PanicBunker.MinAccountAgeHours = hours;
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SendPanicBunkerStatusAll();
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}
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private void OnBabyJailMaxAccountAgeChanged(int hours)
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{
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BabyJail.MaxOverallHours = hours;
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SendBabyJailStatusAll();
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}
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private void OnPanicBunkerMinOverallHoursChanged(int hours)
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{
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PanicBunker.MinOverallHours = hours;
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SendPanicBunkerStatusAll();
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}
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private void OnBabyJailMaxOverallHoursChanged(int hours)
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{
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BabyJail.MaxAccountAgeHours = hours;
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SendBabyJailStatusAll();
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}
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private void UpdatePanicBunker()
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{
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var admins = PanicBunker.CountDeadminnedAdmins
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? _adminManager.AllAdmins
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: _adminManager.ActiveAdmins;
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var hasAdmins = admins.Any();
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// TODO Fix order dependent Cvars
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// Please for the sake of my sanity don't make cvars & order dependent.
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// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
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//
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// I.e., this:
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// /sudo cvar game.panic_bunker.enabled true
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// /sudo cvar game.panic_bunker.disable_with_admins true
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// and this:
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// /sudo cvar game.panic_bunker.disable_with_admins true
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// /sudo cvar game.panic_bunker.enabled true
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//
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// should have the same effect, but currently setting the disable_with_admins can modify enabled.
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if (hasAdmins && PanicBunker.DisableWithAdmins)
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{
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_config.SetCVar(CCVars.PanicBunkerEnabled, false);
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}
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else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
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{
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_config.SetCVar(CCVars.PanicBunkerEnabled, true);
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}
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SendPanicBunkerStatusAll();
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}
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private void SendPanicBunkerStatusAll()
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{
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var ev = new PanicBunkerChangedEvent(PanicBunker);
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foreach (var admin in _adminManager.AllAdmins)
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{
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RaiseNetworkEvent(ev, admin);
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}
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}
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private void SendBabyJailStatusAll()
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{
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var ev = new BabyJailChangedEvent(BabyJail);
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foreach (var admin in _adminManager.AllAdmins)
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{
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RaiseNetworkEvent(ev, admin);
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}
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}
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/// <summary>
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/// Erases a player from the round.
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/// This removes them and any trace of them from the round, deleting their
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/// chat messages and showing a popup to other players.
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/// Their items are dropped on the ground.
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/// </summary>
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public void Erase(ICommonSession player)
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{
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var entity = player.AttachedEntity;
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_chat.DeleteMessagesBy(player);
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if (entity != null && !TerminatingOrDeleted(entity.Value))
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{
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if (TryComp(entity.Value, out TransformComponent? transform))
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{
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var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
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var name = Identity.Entity(entity.Value, EntityManager);
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_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
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var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
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var audioParams = new AudioParams().WithVolume(3);
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_audio.PlayStatic("/Audio/DeltaV/Misc/reducedtoatmos.ogg", filter, coordinates, true, audioParams);
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}
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foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
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{
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if (TryComp(item, out PdaComponent? pda) &&
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TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
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keyStorage.Key is { } key &&
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_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
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{
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if (TryComp(entity, out DnaComponent? dna) &&
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dna.DNA != record.DNA)
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{
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continue;
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}
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if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
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fingerPrint.Fingerprint != record.Fingerprint)
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{
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continue;
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}
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_stationRecords.RemoveRecord(key);
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Del(item);
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}
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}
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if (_inventory.TryGetContainerSlotEnumerator(entity.Value, out var enumerator))
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{
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while (enumerator.NextItem(out var item, out var slot))
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{
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if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
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_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
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}
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}
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if (TryComp(entity.Value, out HandsComponent? hands))
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{
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foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
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{
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_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
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}
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}
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}
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_minds.WipeMind(player);
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QueueDel(entity);
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_gameTicker.SpawnObserver(player);
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}
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}
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}
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