* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
246 lines
9.7 KiB
C#
246 lines
9.7 KiB
C#
using Content.Server.StationRecords.Systems;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Roles;
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using Content.Shared.StationRecords;
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using Content.Shared.StatusIcon;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using static Content.Shared.Access.Components.IdCardConsoleComponent;
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using Content.Shared.Access;
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namespace Content.Server.Access.Systems;
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[UsedImplicitly]
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public sealed class IdCardConsoleSystem : SharedIdCardConsoleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly StationRecordsSystem _record = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly AccessSystem _access = default!;
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[Dependency] private readonly IdCardSystem _idCard = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardConsoleComponent, WriteToTargetIdMessage>(OnWriteToTargetIdMessage);
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// one day, maybe bound user interfaces can be shared too.
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SubscribeLocalEvent<IdCardConsoleComponent, ComponentStartup>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntInsertedIntoContainerMessage>(UpdateUserInterface);
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SubscribeLocalEvent<IdCardConsoleComponent, EntRemovedFromContainerMessage>(UpdateUserInterface);
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}
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private void OnWriteToTargetIdMessage(EntityUid uid, IdCardConsoleComponent component, WriteToTargetIdMessage args)
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{
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if (args.Actor is not { Valid: true } player)
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return;
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TryWriteToTargetId(uid, args.FullName, args.JobTitle, args.AccessList, args.JobPrototype, args.SelectedIcon, player, component);
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UpdateUserInterface(uid, component, args);
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}
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private void UpdateUserInterface(EntityUid uid, IdCardConsoleComponent component, EntityEventArgs args)
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{
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if (!component.Initialized)
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return;
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var privilegedIdName = string.Empty;
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List<ProtoId<AccessLevelPrototype>>? possibleAccess = null;
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if (component.PrivilegedIdSlot.Item is { Valid: true } item)
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{
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privilegedIdName = EntityManager.GetComponent<MetaDataComponent>(item).EntityName;
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possibleAccess = _accessReader.FindAccessTags(item).ToList();
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}
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IdCardConsoleBoundUserInterfaceState newState;
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// this could be prettier
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if (component.TargetIdSlot.Item is not { Valid: true } targetId)
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{
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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false,
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null,
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null,
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null,
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possibleAccess,
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string.Empty,
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privilegedIdName,
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string.Empty,
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"JobIconNoId"); // WD EDIt
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}
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else
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{
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var targetIdComponent = EntityManager.GetComponent<IdCardComponent>(targetId);
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var targetAccessComponent = EntityManager.GetComponent<AccessComponent>(targetId);
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var jobProto = new ProtoId<AccessLevelPrototype>(string.Empty);
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var jobIcon = targetIdComponent.JobIcon; //WD-EDIT
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if (TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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&& keyStorage.Key is {} key
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&& _record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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jobProto = record.JobPrototype;
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Dirty(targetId, targetIdComponent);
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}
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newState = new IdCardConsoleBoundUserInterfaceState(
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component.PrivilegedIdSlot.HasItem,
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PrivilegedIdIsAuthorized(uid, component),
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true,
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targetIdComponent.FullName,
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targetIdComponent.JobTitle,
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targetAccessComponent.Tags.ToList(),
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possibleAccess,
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jobProto,
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privilegedIdName,
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Name(targetId),
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jobIcon
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);
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}
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_userInterface.SetUiState(uid, IdCardConsoleUiKey.Key, newState);
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}
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/// <summary>
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/// Called whenever an access button is pressed, adding or removing that access from the target ID card.
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/// Writes data passed from the UI into the ID stored in <see cref="IdCardConsoleComponent.TargetIdSlot"/>, if present.
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/// </summary>
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/// WD-INFO: Also called when icon is changed, to update it on ID.
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private void TryWriteToTargetId(
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EntityUid uid,
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string newFullName,
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string newJobTitle,
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List<ProtoId<AccessLevelPrototype>> newAccessList,
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ProtoId<AccessLevelPrototype> newJobProto,
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string? newJobIcon,
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EntityUid player,
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IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.TargetIdSlot.Item is not { Valid: true } targetId || !PrivilegedIdIsAuthorized(uid, component))
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return;
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_idCard.TryChangeFullName(targetId, newFullName, player: player);
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_idCard.TryChangeJobTitle(targetId, newJobTitle, player: player);
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// WD EDIT START
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if (_prototype.TryIndex<JobPrototype>(newJobProto, out var job))
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newJobIcon ??= job.Icon;
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if (newJobIcon != null && _prototype.TryIndex<StatusIconPrototype>(newJobIcon, out var jobIcon)) // WD EDIT END
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{
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_idCard.TryChangeJobIcon(targetId, jobIcon, player: player);
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_idCard.TryChangeVisuals(targetId, newJobIcon); // WD
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}
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if (job != null)
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{
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_idCard.TryChangeJobDepartment(targetId, job);
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}
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UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job, newJobIcon);
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if (!newAccessList.TrueForAll(x => component.AccessLevels.Contains(x)))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to write unknown access tag.");
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return;
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}
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var oldTags = _access.TryGetTags(targetId) ?? new List<ProtoId<AccessLevelPrototype>>();
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oldTags = oldTags.ToList();
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var privilegedId = component.PrivilegedIdSlot.Item;
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if (oldTags.SequenceEqual(newAccessList))
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{
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UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job, newJobIcon); //WD-EDIT
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return;
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}
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// I hate that C# doesn't have an option for this and don't desire to write this out the hard way.
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// var difference = newAccessList.Difference(oldTags);
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var difference = newAccessList.Union(oldTags).Except(newAccessList.Intersect(oldTags)).ToHashSet();
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// NULL SAFETY: PrivilegedIdIsAuthorized checked this earlier.
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var privilegedPerms = _accessReader.FindAccessTags(privilegedId!.Value).ToHashSet();
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if (!difference.IsSubsetOf(privilegedPerms))
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{
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_sawmill.Warning($"User {ToPrettyString(uid)} tried to modify permissions they could not give/take!");
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return;
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}
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var addedTags = newAccessList.Except(oldTags).Select(tag => "+" + tag).ToList();
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var removedTags = oldTags.Except(newAccessList).Select(tag => "-" + tag).ToList();
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_access.TrySetTags(targetId, newAccessList);
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/*TODO: ECS SharedIdCardConsoleComponent and then log on card ejection, together with the save.
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This current implementation is pretty shit as it logs 27 entries (27 lines) if someone decides to give themselves AA*/
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_adminLogger.Add(LogType.Action, LogImpact.Medium,
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$"{ToPrettyString(player):player} has modified {ToPrettyString(targetId):entity} with the following accesses: [{string.Join(", ", addedTags.Union(removedTags))}] [{string.Join(", ", newAccessList)}]");
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UpdateStationRecord(uid, targetId, newFullName, newJobTitle, job, newJobIcon);
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}
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/// <summary>
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/// Returns true if there is an ID in <see cref="IdCardConsoleComponent.PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReaderComponent"/>.
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/// </summary>
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/// <remarks>
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/// Other code relies on the fact this returns false if privileged Id is null. Don't break that invariant.
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/// </remarks>
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private bool PrivilegedIdIsAuthorized(EntityUid uid, IdCardConsoleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return true;
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if (!TryComp<AccessReaderComponent>(uid, out var reader))
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return true;
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var privilegedId = component.PrivilegedIdSlot.Item;
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return privilegedId != null && _accessReader.IsAllowed(privilegedId.Value, uid, reader);
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}
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private void UpdateStationRecord(
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EntityUid uid,
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EntityUid targetId,
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string newFullName,
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ProtoId<AccessLevelPrototype> newJobTitle,
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JobPrototype? newJobProto,
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string? newJobIcon) // WD EDIT
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{
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if (!TryComp<StationRecordKeyStorageComponent>(targetId, out var keyStorage)
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|| keyStorage.Key is not { } key
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|| !_record.TryGetRecord<GeneralStationRecord>(key, out var record))
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{
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return;
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}
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record.Name = newFullName;
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record.JobTitle = newJobTitle;
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if (newJobProto != null)
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{
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record.JobPrototype = newJobProto.ID;
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record.JobIcon = newJobProto.Icon;
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}
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if (!string.IsNullOrWhiteSpace(newJobIcon))
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record.JobIcon = newJobIcon;
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_record.Synchronize(key);
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}
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}
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