# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
274 lines
11 KiB
C#
274 lines
11 KiB
C#
using Content.Server.Popups;
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using Content.Server.Radio.EntitySystems;
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using Content.Server.Station.Systems;
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using Content.Server.StationRecords;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.Access.Systems;
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using Content.Shared.CriminalRecords;
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using Content.Shared.CriminalRecords.Components;
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using Content.Shared.CriminalRecords.Systems;
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using Content.Shared.Security;
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using Content.Shared.StationRecords;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Security.Components;
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using Content.Shared._Miracle.Components;
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namespace Content.Server.CriminalRecords.Systems;
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/// <summary>
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/// Handles all UI for criminal records console
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/// </summary>
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public sealed class CriminalRecordsConsoleSystem : SharedCriminalRecordsConsoleSystem
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{
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly CriminalRecordsSystem _criminalRecords = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly RadioSystem _radio = default!;
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[Dependency] private readonly SharedIdCardSystem _idCard = default!;
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[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<CriminalRecordsConsoleComponent, RecordModifiedEvent>(UpdateUserInterface);
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SubscribeLocalEvent<CriminalRecordsConsoleComponent, AfterGeneralRecordCreatedEvent>(UpdateUserInterface);
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Subs.BuiEvents<CriminalRecordsConsoleComponent>(CriminalRecordsConsoleKey.Key, subs =>
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{
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subs.Event<BoundUIOpenedEvent>(UpdateUserInterface);
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subs.Event<SelectStationRecord>(OnKeySelected);
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subs.Event<SetStationRecordFilter>(OnFiltersChanged);
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subs.Event<CriminalRecordChangeStatus>(OnChangeStatus);
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subs.Event<CriminalRecordAddHistory>(OnAddHistory);
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subs.Event<CriminalRecordDeleteHistory>(OnDeleteHistory);
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});
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}
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private void UpdateUserInterface<T>(Entity<CriminalRecordsConsoleComponent> ent, ref T args)
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{
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// TODO: this is probably wasteful, maybe better to send a message to modify the exact state?
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UpdateUserInterface(ent);
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}
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private void OnKeySelected(Entity<CriminalRecordsConsoleComponent> ent, ref SelectStationRecord msg)
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{
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// no concern of sus client since record retrieval will fail if invalid id is given
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ent.Comp.ActiveKey = msg.SelectedKey;
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UpdateUserInterface(ent);
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}
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private void OnFiltersChanged(Entity<CriminalRecordsConsoleComponent> ent, ref SetStationRecordFilter msg)
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{
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if (ent.Comp.Filter == null ||
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ent.Comp.Filter.Type != msg.Type || ent.Comp.Filter.Value != msg.Value)
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{
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ent.Comp.Filter = new StationRecordsFilter(msg.Type, msg.Value);
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UpdateUserInterface(ent);
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}
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}
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private void OnChangeStatus(Entity<CriminalRecordsConsoleComponent> ent, ref CriminalRecordChangeStatus msg)
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{
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// prevent malf client violating wanted/reason nullability
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if (msg.Status == SecurityStatus.Wanted != (msg.Reason != null) &&
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msg.Status == SecurityStatus.Suspected != (msg.Reason != null))
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return;
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if (!CheckSelected(ent, msg.Session, out var mob, out var key))
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return;
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if (!_stationRecords.TryGetRecord<CriminalRecord>(key.Value, out var record) || record.Status == msg.Status)
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return;
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// validate the reason
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string? reason = null;
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if (msg.Reason != null)
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{
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reason = msg.Reason.Trim();
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if (reason.Length < 1 || reason.Length > ent.Comp.MaxStringLength)
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return;
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}
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// when arresting someone add it to history automatically
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// fallback exists if the player was not set to wanted beforehand
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if (msg.Status == SecurityStatus.Detained)
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{
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var oldReason = record.Reason ?? Loc.GetString("criminal-records-console-unspecified-reason");
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var history = Loc.GetString("criminal-records-console-auto-history", ("reason", oldReason));
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_criminalRecords.TryAddHistory(key.Value, history);
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}
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var oldStatus = record.Status;
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// will probably never fail given the checks above
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_criminalRecords.TryChangeStatus(key.Value, msg.Status, msg.Reason);
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var name = RecordName(key.Value);
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var officer = Loc.GetString("criminal-records-console-unknown-officer");
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if (_idCard.TryFindIdCard(mob.Value, out var id) && id.Comp.FullName is { } fullName)
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officer = fullName;
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(string, object)[] args;
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if (reason != null)
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args = new (string, object)[] { ("name", name), ("officer", officer), ("reason", reason) };
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else
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args = new (string, object)[] { ("name", name), ("officer", officer) };
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// figure out which radio message to send depending on transition
|
|
var statusString = (oldStatus, msg.Status) switch
|
|
{
|
|
// person has been detained
|
|
(_, SecurityStatus.Detained) => "detained",
|
|
// person did something sus
|
|
(_, SecurityStatus.Suspected) => "suspected",
|
|
// released on parole
|
|
(_, SecurityStatus.Paroled) => "paroled",
|
|
// prisoner did their time
|
|
(_, SecurityStatus.Discharged) => "released",
|
|
// going from any other state to wanted, AOS or prisonbreak / lazy secoff never set them to released and they reoffended
|
|
(_, SecurityStatus.Wanted) => "wanted",
|
|
// person is no longer sus
|
|
(SecurityStatus.Suspected, SecurityStatus.None) => "not-suspected",
|
|
// going from wanted to none, must have been a mistake
|
|
(SecurityStatus.Wanted, SecurityStatus.None) => "not-wanted",
|
|
// criminal status removed
|
|
(SecurityStatus.Detained, SecurityStatus.None) => "released",
|
|
// criminal is no longer on parole
|
|
(SecurityStatus.Paroled, SecurityStatus.None) => "not-parole",
|
|
// this is impossible
|
|
_ => "not-wanted"
|
|
};
|
|
_radio.SendRadioMessage(ent, Loc.GetString($"criminal-records-console-{statusString}", args),
|
|
ent.Comp.SecurityChannel, ent);
|
|
|
|
UpdateUserInterface(ent);
|
|
UpdateCriminalIdentity(name, msg.Status);
|
|
}
|
|
|
|
private void OnAddHistory(Entity<CriminalRecordsConsoleComponent> ent, ref CriminalRecordAddHistory msg)
|
|
{
|
|
if (!CheckSelected(ent, msg.Session, out _, out var key))
|
|
return;
|
|
|
|
var line = msg.Line.Trim();
|
|
if (line.Length < 1 || line.Length > ent.Comp.MaxStringLength)
|
|
return;
|
|
|
|
if (!_criminalRecords.TryAddHistory(key.Value, line))
|
|
return;
|
|
|
|
// no radio message since its not crucial to officers patrolling
|
|
|
|
UpdateUserInterface(ent);
|
|
}
|
|
|
|
private void OnDeleteHistory(Entity<CriminalRecordsConsoleComponent> ent, ref CriminalRecordDeleteHistory msg)
|
|
{
|
|
if (!CheckSelected(ent, msg.Session, out _, out var key))
|
|
return;
|
|
|
|
if (!_criminalRecords.TryDeleteHistory(key.Value, msg.Index))
|
|
return;
|
|
|
|
// a bit sus but not crucial to officers patrolling
|
|
|
|
UpdateUserInterface(ent);
|
|
}
|
|
|
|
private void UpdateUserInterface(Entity<CriminalRecordsConsoleComponent> ent)
|
|
{
|
|
var (uid, console) = ent;
|
|
var owningStation = _station.GetOwningStation(uid);
|
|
|
|
if (!TryComp<StationRecordsComponent>(owningStation, out var stationRecords))
|
|
{
|
|
_ui.TrySetUiState(uid, CriminalRecordsConsoleKey.Key, new CriminalRecordsConsoleState());
|
|
return;
|
|
}
|
|
|
|
var listing = _stationRecords.BuildListing((owningStation.Value, stationRecords), console.Filter);
|
|
|
|
var state = new CriminalRecordsConsoleState(listing, console.Filter);
|
|
if (console.ActiveKey is { } id)
|
|
{
|
|
// get records to display when a crewmember is selected
|
|
var key = new StationRecordKey(id, owningStation.Value);
|
|
_stationRecords.TryGetRecord(key, out state.StationRecord, stationRecords);
|
|
_stationRecords.TryGetRecord(key, out state.CriminalRecord, stationRecords);
|
|
state.SelectedKey = id;
|
|
}
|
|
|
|
_ui.TrySetUiState(uid, CriminalRecordsConsoleKey.Key, state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Boilerplate that most actions use, if they require that a record be selected.
|
|
/// Obviously shouldn't be used for selecting records.
|
|
/// </summary>
|
|
private bool CheckSelected(Entity<CriminalRecordsConsoleComponent> ent, ICommonSession session,
|
|
[NotNullWhen(true)] out EntityUid? mob, [NotNullWhen(true)] out StationRecordKey? key)
|
|
{
|
|
key = null;
|
|
mob = null;
|
|
if (session.AttachedEntity is not { } user)
|
|
return false;
|
|
|
|
if (!_access.IsAllowed(user, ent))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("criminal-records-permission-denied"), ent, session);
|
|
return false;
|
|
}
|
|
|
|
if (ent.Comp.ActiveKey is not { } id)
|
|
return false;
|
|
|
|
// checking the console's station since the user might be off-grid using on-grid console
|
|
if (_station.GetOwningStation(ent) is not { } station)
|
|
return false;
|
|
|
|
key = new StationRecordKey(id, station);
|
|
mob = user;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the name from a record, or empty string if this somehow fails.
|
|
/// </summary>
|
|
private string RecordName(StationRecordKey key)
|
|
{
|
|
if (!_stationRecords.TryGetRecord<GeneralStationRecord>(key, out var record))
|
|
return "";
|
|
|
|
return record.Name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the new identity's name has a criminal record attached to it, and gives the entity the icon that
|
|
/// belongs to the status if it does.
|
|
/// </summary>
|
|
public void CheckNewIdentity(EntityUid uid)
|
|
{
|
|
var name = Identity.Name(uid, EntityManager);
|
|
var xform = Transform(uid);
|
|
var station = _station.GetStationInMap(xform.MapID);
|
|
|
|
if (station != null && _stationRecords.GetRecordByName(station.Value, name) is { } id)
|
|
{
|
|
if (_stationRecords.TryGetRecord<CriminalRecord>(new StationRecordKey(id, station.Value),
|
|
out var record))
|
|
{
|
|
if (record.Status != SecurityStatus.None)
|
|
{
|
|
SetCriminalIcon(name, record.Status, uid);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
RemComp<CriminalRecordComponent>(uid);
|
|
}
|
|
}
|