get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
This commit is contained in:
@@ -1,7 +1,7 @@
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Server.Items;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -25,7 +25,7 @@ namespace Content.Server.AI.Operators.Inventory
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (entMan.Deleted(_target)
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|| !entMan.HasComponent<ItemComponent>(_target)
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|| !entMan.HasComponent<SharedItemComponent>(_target)
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|| _target.IsInContainer()
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|| !_owner.InRangeUnobstructed(_target, popup: true))
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{
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@@ -1,5 +1,5 @@
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -29,7 +29,7 @@ namespace Content.Server.AI.Operators.Inventory
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return Outcome.Failed;
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}
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if (!entMan.TryGetComponent(_target, out ItemComponent? itemComponent))
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if (!entMan.TryGetComponent(_target, out SharedItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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@@ -1,7 +1,7 @@
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Nutrition.Components;
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using Content.Server.Nutrition.EntitySystems;
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using Content.Shared.Item;
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using Content.Shared.Nutrition.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -34,7 +34,7 @@ namespace Content.Server.AI.Operators.Nutrition
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// TODO: Also have this check storage a la backpack etc.
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if (entities.Deleted(_target) ||
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!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
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!entities.TryGetComponent(_target, out ItemComponent? itemComponent))
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!entities.TryGetComponent(_target, out SharedItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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@@ -1,6 +1,6 @@
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Item;
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using Content.Shared.Nutrition.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -33,7 +33,7 @@ namespace Content.Server.AI.Operators.Nutrition
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// TODO: Also have this check storage a la backpack etc.
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if (entities.Deleted(_target) ||
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!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
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!entities.TryGetComponent(_target, out ItemComponent? itemComponent))
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!entities.TryGetComponent(_target, out SharedItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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@@ -10,7 +10,7 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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public sealed class ClothingInInventoryCon : Consideration
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{
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public ClothingInInventoryCon Slot(EquipmentSlotDefines.SlotFlags slotFlags, Blackboard context)
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public ClothingInInventoryCon Slot(SlotFlags slotFlags, Blackboard context)
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{
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// Ideally we'd just use a variable but then if we were iterating through multiple AI at once it'd be
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// Stuffed so we need to store it on the AI's context.
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@@ -21,16 +21,17 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
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protected override float GetScore(Blackboard context)
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{
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var slots = context.GetState<ClothingSlotConState>().GetValue();
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var slotFlags = EquipmentSlotDefines.SlotMasks[slots];
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if (slots == null) return 0.0f;
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothingComponent))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothingComponent) ||
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!EntitySystem.Get<InventorySystem>().TryGetSlot(entity, slots, out var slotDef))
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{
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continue;
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}
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if ((clothingComponent.SlotFlags & slotFlags) != 0)
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if ((clothingComponent.SlotFlags & slotDef.SlotFlags) != 0)
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{
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return 1.0f;
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}
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@@ -7,7 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
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public class ClothingInSlotCon : Consideration
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{
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public ClothingInSlotCon Slot(EquipmentSlotDefines.Slots slot, Blackboard context)
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public ClothingInSlotCon Slot(string slot, Blackboard context)
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{
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context.GetState<ClothingSlotConState>().SetValue(slot);
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return this;
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@@ -17,7 +17,7 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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var slot = context.GetState<ClothingSlotConState>().GetValue();
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var inventory = context.GetState<EquippedClothingState>().GetValue();
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return inventory.ContainsKey(slot) ? 1.0f : 0.0f;
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return slot != null && inventory.ContainsKey(slot) ? 1.0f : 0.0f;
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}
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}
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}
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@@ -2,7 +2,7 @@ using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States.Hands;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.Items;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -16,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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// If not then check if we have a free hand
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<ItemComponent>(target))
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<SharedItemComponent>(target))
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{
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return 0.0f;
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}
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@@ -1,7 +1,7 @@
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.Items;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -13,7 +13,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<ItemComponent>(target))
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<SharedItemComponent>(target))
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{
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return 0.0f;
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}
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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return new []
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("gloves", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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(clothing.SlotFlags & SlotFlags.GLOVES) != 0)
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{
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yield return new EquipGloves {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -23,9 +23,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("gloves", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.GLOVES, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.GLOVES, context)
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.InverseBoolCurve(context),
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};
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}
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@@ -37,7 +37,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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(clothing.SlotFlags & SlotFlags.GLOVES) != 0)
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{
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yield return new PickUpGloves {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[] {
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("head", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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(clothing.SlotFlags & SlotFlags.HEAD) != 0)
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{
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yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -23,9 +23,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("head", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.HEAD, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.HEAD, context)
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.InverseBoolCurve(context)
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};
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}
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@@ -37,7 +37,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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(clothing.SlotFlags & SlotFlags.HEAD) != 0)
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{
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yield return new PickUpHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("outerClothing", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
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(clothing.SlotFlags & SlotFlags.OUTERCLOTHING) != 0)
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{
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yield return new EquipOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -24,9 +24,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("outerClothing", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.OUTERCLOTHING, context)
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.InverseBoolCurve(context)
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};
|
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
|
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
|
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{
|
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
|
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
|
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(clothing.SlotFlags & SlotFlags.OUTERCLOTHING) != 0)
|
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{
|
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yield return new PickUpOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
|
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}
|
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|
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
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|
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return new[]
|
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{
|
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
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considerationsManager.Get<ClothingInSlotCon>().Slot("shoes", context)
|
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.InverseBoolCurve(context),
|
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};
|
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}
|
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
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{
|
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
|
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
|
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(clothing.SlotFlags & SlotFlags.FEET) != 0)
|
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{
|
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yield return new EquipShoes {Owner = owner, Target = entity, Bonus = Bonus};
|
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}
|
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|
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@@ -24,9 +24,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
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|
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return new[]
|
||||
{
|
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
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considerationsManager.Get<ClothingInSlotCon>().Slot("shoes", context)
|
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.InverseBoolCurve(context),
|
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.SHOES, context)
|
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.FEET, context)
|
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.InverseBoolCurve(context)
|
||||
};
|
||||
}
|
||||
@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
|
||||
{
|
||||
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
|
||||
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
|
||||
(clothing.SlotFlags & SlotFlags.FEET) != 0)
|
||||
{
|
||||
yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
|
||||
}
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
using Content.Shared.Inventory;
|
||||
|
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namespace Content.Server.AI.WorldState.States.Clothing
|
||||
{
|
||||
public sealed class ClothingSlotConState : PlanningStateData<EquipmentSlotDefines.Slots>
|
||||
public sealed class ClothingSlotConState : PlanningStateData<string>
|
||||
{
|
||||
public override string Name => "ClothingSlotCon";
|
||||
public override void Reset()
|
||||
{
|
||||
Value = EquipmentSlotDefines.Slots.NONE;
|
||||
Value = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,12 +2,12 @@ using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Server.AI.WorldState.States.Clothing
|
||||
{
|
||||
public sealed class ClothingSlotFlagConState : PlanningStateData<EquipmentSlotDefines.SlotFlags>
|
||||
public sealed class ClothingSlotFlagConState : PlanningStateData<SlotFlags>
|
||||
{
|
||||
public override string Name => "ClothingSlotFlagCon";
|
||||
public override void Reset()
|
||||
{
|
||||
Value = EquipmentSlotDefines.SlotFlags.NONE;
|
||||
Value = SlotFlags.NONE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,34 +1,35 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Inventory.Components;
|
||||
using Content.Shared.Inventory;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Prototypes;
|
||||
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
|
||||
|
||||
namespace Content.Server.AI.WorldState.States.Clothing
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class EquippedClothingState : StateData<Dictionary<EquipmentSlotDefines.Slots, EntityUid>>
|
||||
public sealed class EquippedClothingState : StateData<Dictionary<string, EntityUid>>
|
||||
{
|
||||
public override string Name => "EquippedClothing";
|
||||
|
||||
public override Dictionary<EquipmentSlotDefines.Slots, EntityUid> GetValue()
|
||||
public override Dictionary<string, EntityUid> GetValue()
|
||||
{
|
||||
var result = new Dictionary<EquipmentSlotDefines.Slots, EntityUid>();
|
||||
var result = new Dictionary<string, EntityUid>();
|
||||
|
||||
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out InventoryComponent? inventoryComponent))
|
||||
var invSystem = EntitySystem.Get<InventorySystem>();
|
||||
if (!invSystem.TryGetSlots(Owner, out var slotDefinitions))
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
foreach (var slot in EquipmentSlotDefines.AllSlots)
|
||||
foreach (var slot in slotDefinitions)
|
||||
{
|
||||
if (!inventoryComponent.HasSlot(slot)) continue;
|
||||
var slotItem = inventoryComponent.GetSlotItem(slot);
|
||||
if (!invSystem.HasSlot(Owner, slot.Name)) continue;
|
||||
|
||||
if (slotItem != null)
|
||||
if (invSystem.TryGetSlotEntity(Owner, slot.Name, out var entityUid))
|
||||
{
|
||||
result.Add(slot, slotItem.Owner);
|
||||
result.Add(slot.Name, entityUid.Value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user