# 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
428 lines
15 KiB
C#
428 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Forensics;
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using Content.Server.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.StationRecords;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationRecords.Systems;
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/// <summary>
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/// Station records.
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///
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/// A station record is tied to an ID card, or anything that holds
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/// a station record's key. This key will determine access to a
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/// station record set's record entries, and it is imperative not
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/// to lose the item that holds the key under any circumstance.
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///
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/// Records are mostly a roleplaying tool, but can have some
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/// functionality as well (i.e., security records indicating that
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/// a specific person holding an ID card with a linked key is
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/// currently under warrant, showing a crew manifest with user
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/// settable, custom titles).
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///
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/// General records are tied into this system, as most crewmembers
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/// should have a general record - and most systems should probably
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/// depend on this general record being created. This is subject
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/// to change.
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/// </summary>
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public sealed class StationRecordsSystem : SharedStationRecordsSystem
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{
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly StationRecordKeyStorageSystem _keyStorage = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
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}
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private void OnPlayerSpawn(PlayerSpawnCompleteEvent args)
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{
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if (!TryComp<StationRecordsComponent>(args.Station, out var stationRecords))
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return;
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CreateGeneralRecord(args.Station, args.Mob, args.Profile, args.JobId, stationRecords);
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}
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private void CreateGeneralRecord(EntityUid station, EntityUid player, HumanoidCharacterProfile profile,
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string? jobId, StationRecordsComponent records)
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{
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// TODO make PlayerSpawnCompleteEvent.JobId a ProtoId
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if (string.IsNullOrEmpty(jobId)
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|| !_prototypeManager.HasIndex<JobPrototype>(jobId))
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return;
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if (!_inventory.TryGetSlotEntity(player, "id", out var idUid))
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return;
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TryComp<FingerprintComponent>(player, out var fingerprintComponent);
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TryComp<DnaComponent>(player, out var dnaComponent);
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CreateGeneralRecord(station, idUid.Value, Name(player), profile.Age, profile.Species, profile.Gender, jobId, fingerprintComponent?.Fingerprint, dnaComponent?.DNA, profile, records);
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}
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/// <summary>
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/// Create a general record to store in a station's record set.
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/// </summary>
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/// <remarks>
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/// This is tied into the record system, as any crew member's
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/// records should generally be dependent on some generic
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/// record with the bare minimum of information involved.
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/// </remarks>
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/// <param name="station">The entity uid of the station.</param>
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/// <param name="idUid">The entity uid of an entity's ID card. Can be null.</param>
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/// <param name="name">Name of the character.</param>
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/// <param name="species">Species of the character.</param>
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/// <param name="gender">Gender of the character.</param>
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/// <param name="jobId">
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/// The job to initially tie this record to. This must be a valid job loaded in, otherwise
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/// this call will cause an exception. Ensure that a general record starts out with a job
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/// that is currently a valid job prototype.
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/// </param>
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/// <param name="mobFingerprint">Fingerprint of the character.</param>
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/// <param name="dna">DNA of the character.</param>
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///
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/// <param name="profile">
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/// Profile for the related player. This is so that other systems can get further information
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/// about the player character.
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/// Optional - other systems should anticipate this.
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/// </param>
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/// <param name="records">Station records component.</param>
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public void CreateGeneralRecord(
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EntityUid station,
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EntityUid? idUid,
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string name,
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int age,
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string species,
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Gender gender,
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string jobId,
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string? mobFingerprint,
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string? dna,
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HumanoidCharacterProfile profile,
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StationRecordsComponent records)
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{
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if (!_prototypeManager.TryIndex<JobPrototype>(jobId, out var jobPrototype))
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throw new ArgumentException($"Invalid job prototype ID: {jobId}");
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// when adding a record that already exists use the old one
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// this happens when respawning as the same character
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if (GetRecordByName(station, name, records) is {} id)
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{
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SetIdKey(idUid, new StationRecordKey(id, station));
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return;
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}
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var record = new GeneralStationRecord()
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{
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Name = name,
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Age = age,
|
|
JobTitle = jobPrototype.LocalizedName,
|
|
JobIcon = jobPrototype.Icon,
|
|
JobPrototype = jobId,
|
|
Species = species,
|
|
Gender = gender,
|
|
DisplayPriority = jobPrototype.RealDisplayWeight,
|
|
Fingerprint = mobFingerprint,
|
|
DNA = dna,
|
|
Profile = profile
|
|
};
|
|
|
|
var key = AddRecordEntry(station, record);
|
|
if (!key.IsValid())
|
|
{
|
|
Log.Warning($"Failed to add general record entry for {name}");
|
|
return;
|
|
}
|
|
|
|
SetIdKey(idUid, key);
|
|
|
|
RaiseLocalEvent(new AfterGeneralRecordCreatedEvent(key, record, profile));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the station records key for an id/pda.
|
|
/// </summary>
|
|
public void SetIdKey(EntityUid? uid, StationRecordKey key)
|
|
{
|
|
if (uid is not {} idUid)
|
|
return;
|
|
|
|
var keyStorageEntity = idUid;
|
|
if (TryComp<PdaComponent>(idUid, out var pda) && pda.ContainedId is {} id)
|
|
{
|
|
keyStorageEntity = id;
|
|
}
|
|
|
|
_keyStorage.AssignKey(keyStorageEntity, key);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a record from this station.
|
|
/// </summary>
|
|
/// <param name="key">The station and key to remove.</param>
|
|
/// <param name="records">Station records component.</param>
|
|
/// <returns>True if the record was removed, false otherwise.</returns>
|
|
public bool RemoveRecord(StationRecordKey key, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(key.OriginStation, ref records))
|
|
return false;
|
|
|
|
if (records.Records.RemoveAllRecords(key.Id))
|
|
{
|
|
RaiseLocalEvent(new RecordRemovedEvent(key));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to get a record from this station's record entries,
|
|
/// from the provided station record key. Will always return
|
|
/// null if the key does not match the station.
|
|
/// </summary>
|
|
/// <param name="key">Station and key to try and index from the record set.</param>
|
|
/// <param name="entry">The resulting entry.</param>
|
|
/// <param name="records">Station record component.</param>
|
|
/// <typeparam name="T">Type to get from the record set.</typeparam>
|
|
/// <returns>True if the record was obtained, false otherwise.</returns>
|
|
public bool TryGetRecord<T>(StationRecordKey key, [NotNullWhen(true)] out T? entry, StationRecordsComponent? records = null)
|
|
{
|
|
entry = default;
|
|
|
|
if (!Resolve(key.OriginStation, ref records))
|
|
return false;
|
|
|
|
return records.Records.TryGetRecordEntry(key.Id, out entry);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns an id if a record with the same name exists.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Linear search so O(n) time complexity.
|
|
/// </remarks>
|
|
public uint? GetRecordByName(EntityUid station, string name, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(station, ref records))
|
|
return null;
|
|
|
|
foreach (var (id, record) in GetRecordsOfType<GeneralStationRecord>(station, records))
|
|
{
|
|
if (record.Name == name)
|
|
return id;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all records of a specific type from a station.
|
|
/// </summary>
|
|
/// <param name="station">The station to get the records from.</param>
|
|
/// <param name="records">Station records component.</param>
|
|
/// <typeparam name="T">Type of record to fetch</typeparam>
|
|
/// <returns>Enumerable of pairs with a station record key, and the entry in question of type T.</returns>
|
|
public IEnumerable<(uint, T)> GetRecordsOfType<T>(EntityUid station, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(station, ref records))
|
|
return Array.Empty<(uint, T)>();
|
|
|
|
return records.Records.GetRecordsOfType<T>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a new record entry to a station's record set.
|
|
/// </summary>
|
|
/// <param name="station">The station to add the record to.</param>
|
|
/// <param name="record">The record to add.</param>
|
|
/// <param name="records">Station records component.</param>
|
|
/// <typeparam name="T">The type of record to add.</typeparam>
|
|
public StationRecordKey AddRecordEntry<T>(EntityUid station, T record, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(station, ref records))
|
|
return StationRecordKey.Invalid;
|
|
|
|
var id = records.Records.AddRecordEntry(record);
|
|
if (id == null)
|
|
return StationRecordKey.Invalid;
|
|
|
|
return new StationRecordKey(id.Value, station);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a record to an existing entry.
|
|
/// </summary>
|
|
/// <param name="key">The station and id of the existing entry.</param>
|
|
/// <param name="record">The record to add.</param>
|
|
/// <param name="records">Station records component.</param>
|
|
/// <typeparam name="T">The type of record to add.</typeparam>
|
|
public void AddRecordEntry<T>(StationRecordKey key, T record,
|
|
StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(key.OriginStation, ref records))
|
|
return;
|
|
|
|
records.Records.AddRecordEntry(key.Id, record);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes a station's records with any systems that need it.
|
|
/// </summary>
|
|
/// <param name="station">The station to synchronize any recently accessed records with..</param>
|
|
/// <param name="records">Station records component.</param>
|
|
public void Synchronize(EntityUid station, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(station, ref records))
|
|
return;
|
|
|
|
foreach (var key in records.Records.GetRecentlyAccessed())
|
|
{
|
|
RaiseLocalEvent(new RecordModifiedEvent(new StationRecordKey(key, station)));
|
|
}
|
|
|
|
records.Records.ClearRecentlyAccessed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes a single record's entries for a station.
|
|
/// </summary>
|
|
/// <param name="key">The station and id of the record</param>
|
|
/// <param name="records">Station records component.</param>
|
|
public void Synchronize(StationRecordKey key, StationRecordsComponent? records = null)
|
|
{
|
|
if (!Resolve(key.OriginStation, ref records))
|
|
return;
|
|
|
|
RaiseLocalEvent(new RecordModifiedEvent(key));
|
|
|
|
records.Records.RemoveFromRecentlyAccessed(key.Id);
|
|
}
|
|
|
|
#region Console system helpers
|
|
|
|
/// <summary>
|
|
/// Checks if a record should be skipped given a filter.
|
|
/// Takes general record since even if you are using this for e.g. criminal records,
|
|
/// you don't want to duplicate basic info like name and dna.
|
|
/// Station records lets you do this nicely with multiple types having their own data.
|
|
/// </summary>
|
|
public bool IsSkipped(StationRecordsFilter? filter, GeneralStationRecord someRecord)
|
|
{
|
|
// if nothing is being filtered, show everything
|
|
if (filter == null)
|
|
return false;
|
|
if (filter.Value.Length == 0)
|
|
return false;
|
|
|
|
var filterLowerCaseValue = filter.Value.ToLower();
|
|
|
|
return filter.Type switch
|
|
{
|
|
StationRecordFilterType.Name =>
|
|
!someRecord.Name.ToLower().Contains(filterLowerCaseValue),
|
|
StationRecordFilterType.Prints => someRecord.Fingerprint != null
|
|
&& IsFilterWithSomeCodeValue(someRecord.Fingerprint, filterLowerCaseValue),
|
|
StationRecordFilterType.DNA => someRecord.DNA != null
|
|
&& IsFilterWithSomeCodeValue(someRecord.DNA, filterLowerCaseValue),
|
|
};
|
|
}
|
|
|
|
private bool IsFilterWithSomeCodeValue(string value, string filter)
|
|
{
|
|
return !value.ToLower().StartsWith(filter);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a record listing of id to name for a station and filter.
|
|
/// </summary>
|
|
public Dictionary<uint, string> BuildListing(Entity<StationRecordsComponent> station, StationRecordsFilter? filter)
|
|
{
|
|
var listing = new Dictionary<uint, string>();
|
|
|
|
var records = GetRecordsOfType<GeneralStationRecord>(station, station.Comp);
|
|
foreach (var pair in records)
|
|
{
|
|
if (IsSkipped(filter, pair.Item2))
|
|
continue;
|
|
|
|
listing.Add(pair.Item1, pair.Item2.Name);
|
|
}
|
|
|
|
return listing;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Base event for station record events
|
|
/// </summary>
|
|
public abstract class StationRecordEvent : EntityEventArgs
|
|
{
|
|
public readonly StationRecordKey Key;
|
|
public EntityUid Station => Key.OriginStation;
|
|
|
|
protected StationRecordEvent(StationRecordKey key)
|
|
{
|
|
Key = key;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after the player's general profile is created.
|
|
/// Systems that modify records on a station would have more use
|
|
/// listening to this event, as it contains the character's record key.
|
|
/// Also stores the general record reference, to save some time.
|
|
/// </summary>
|
|
public sealed class AfterGeneralRecordCreatedEvent : StationRecordEvent
|
|
{
|
|
public readonly GeneralStationRecord Record;
|
|
/// <summary>
|
|
/// Profile for the related player. This is so that other systems can get further information
|
|
/// about the player character.
|
|
/// Optional - other systems should anticipate this.
|
|
/// </summary>
|
|
public readonly HumanoidCharacterProfile Profile;
|
|
|
|
public AfterGeneralRecordCreatedEvent(StationRecordKey key, GeneralStationRecord record,
|
|
HumanoidCharacterProfile profile) : base(key)
|
|
{
|
|
Record = record;
|
|
Profile = profile;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after a record is removed. Only the key is given
|
|
/// when the record is removed, so that any relevant systems/components
|
|
/// that store record keys can then remove the key from their internal
|
|
/// fields.
|
|
/// </summary>
|
|
public sealed class RecordRemovedEvent : StationRecordEvent
|
|
{
|
|
public RecordRemovedEvent(StationRecordKey key) : base(key)
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after a record is modified. This is to
|
|
/// inform other systems that records stored in this key
|
|
/// may have changed.
|
|
/// </summary>
|
|
public sealed class RecordModifiedEvent : StationRecordEvent
|
|
{
|
|
public RecordModifiedEvent(StationRecordKey key) : base(key)
|
|
{
|
|
}
|
|
}
|