Add panic bunker UI and automatic panic bunker (#20954)
This commit is contained in:
@@ -1,15 +1,18 @@
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using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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@@ -18,8 +21,10 @@ namespace Content.Server.Administration.Systems
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{
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public sealed class AdminSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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@@ -32,6 +37,7 @@ namespace Content.Server.Administration.Systems
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public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
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private readonly HashSet<NetUserId> _roundActivePlayers = new();
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private readonly PanicBunkerStatus _panicBunker = new();
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public override void Initialize()
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{
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@@ -39,6 +45,15 @@ namespace Content.Server.Administration.Systems
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_adminManager.OnPermsChanged += OnAdminPermsChanged;
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_config.OnValueChanged(CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerShowReason, OnShowReasonChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
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_config.OnValueChanged(CCVars.PanicBunkerMinOverallHours, OnPanicBunkerMinOverallHoursChanged, true);
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SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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@@ -114,7 +129,9 @@ namespace Content.Server.Administration.Systems
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private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
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{
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if(!obj.IsAdmin)
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UpdatePanicBunker();
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if (!obj.IsAdmin)
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{
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RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.ConnectedClient);
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return;
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@@ -127,14 +144,16 @@ namespace Content.Server.Administration.Systems
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{
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// If disconnected then the player won't have a connected entity to get character name from.
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// The disconnected state gets sent by OnPlayerStatusChanged.
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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if (ev.Player.Status == SessionStatus.Disconnected)
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return;
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UpdatePlayerList(ev.Player);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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if (ev.Player.Status == SessionStatus.Disconnected)
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return;
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_roundActivePlayers.Add(ev.Player.UserId);
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UpdatePlayerList(ev.Player);
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@@ -145,11 +164,20 @@ namespace Content.Server.Administration.Systems
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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_adminManager.OnPermsChanged -= OnAdminPermsChanged;
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_config.UnsubValueChanged(CCVars.PanicBunkerEnabled, OnPanicBunkerChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerShowReason, OnShowReasonChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged);
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_config.UnsubValueChanged(CCVars.PanicBunkerMinOverallHours, OnPanicBunkerMinOverallHoursChanged);
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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UpdatePlayerList(e.Session);
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UpdatePanicBunker();
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}
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private void SendFullPlayerList(IPlayerSession playerSession)
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@@ -186,5 +214,80 @@ namespace Content.Server.Administration.Systems
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return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
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connected, _roundActivePlayers.Contains(data.UserId));
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}
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private void OnPanicBunkerChanged(bool enabled)
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{
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_panicBunker.Enabled = enabled;
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_chat.SendAdminAlert(Loc.GetString(enabled
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? "admin-ui-panic-bunker-enabled-admin-alert"
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: "admin-ui-panic-bunker-disabled-admin-alert"
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));
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
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{
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_panicBunker.DisableWithAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
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{
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_panicBunker.EnableWithoutAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
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{
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_panicBunker.CountDeadminnedAdmins = enabled;
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UpdatePanicBunker();
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}
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private void OnShowReasonChanged(bool enabled)
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{
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_panicBunker.ShowReason = enabled;
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerMinAccountAgeChanged(int minutes)
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{
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_panicBunker.MinAccountAgeHours = minutes / 60;
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SendPanicBunkerStatusAll();
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}
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private void OnPanicBunkerMinOverallHoursChanged(int hours)
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{
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_panicBunker.MinOverallHours = hours;
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SendPanicBunkerStatusAll();
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}
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private void UpdatePanicBunker()
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{
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var admins = _panicBunker.CountDeadminnedAdmins
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? _adminManager.AllAdmins
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: _adminManager.ActiveAdmins;
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var hasAdmins = admins.Any();
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if (hasAdmins && _panicBunker.DisableWithAdmins)
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{
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_config.SetCVar(CCVars.PanicBunkerEnabled, false);
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}
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else if (!hasAdmins && _panicBunker.EnableWithoutAdmins)
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{
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_config.SetCVar(CCVars.PanicBunkerEnabled, true);
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}
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SendPanicBunkerStatusAll();
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}
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private void SendPanicBunkerStatusAll()
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{
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var ev = new PanicBunkerChangedEvent(_panicBunker);
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foreach (var admin in _adminManager.AllAdmins)
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{
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RaiseNetworkEvent(ev, admin);
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}
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}
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}
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}
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