* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
212 lines
7.4 KiB
C#
212 lines
7.4 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Components;
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using Content.Shared.Access;
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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.Containers.ItemSlots;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.PDA;
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using Content.Shared.Sandbox;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.Placement;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Sandbox
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{
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internal sealed class SandboxManager : SharedSandboxManager, ISandboxManager, IEntityEventSubscriber
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPlacementManager _placementManager = default!;
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[Dependency] private readonly IConGroupController _conGroupController = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IServerConsoleHost _host = default!;
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private bool _isSandboxEnabled;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsSandboxEnabled
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{
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get => _isSandboxEnabled;
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set
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{
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_isSandboxEnabled = value;
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UpdateSandboxStatusForAll();
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}
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}
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public void Initialize()
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{
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_netManager.RegisterNetMessage<MsgSandboxStatus>();
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_netManager.RegisterNetMessage<MsgSandboxRespawn>(SandboxRespawnReceived);
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_netManager.RegisterNetMessage<MsgSandboxGiveAccess>(SandboxGiveAccessReceived);
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_netManager.RegisterNetMessage<MsgSandboxGiveAghost>(SandboxGiveAghostReceived);
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_netManager.RegisterNetMessage<MsgSandboxSuicide>(SandboxSuicideReceived);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_entityManager.EventBus.SubscribeEvent<GameRunLevelChangedEvent>(EventSource.Local, this, GameTickerOnOnRunLevelChanged);
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_placementManager.AllowPlacementFunc = placement =>
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{
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if (IsSandboxEnabled)
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{
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return true;
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}
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var channel = placement.MsgChannel;
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var player = _playerManager.GetSessionByChannel(channel);
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if (_conGroupController.CanAdminPlace(player))
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{
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return true;
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}
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return false;
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};
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}
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private void GameTickerOnOnRunLevelChanged(GameRunLevelChangedEvent obj)
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{
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// Automatically clear sandbox state when round resets.
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if (obj.New == GameRunLevel.PreRoundLobby)
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{
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IsSandboxEnabled = false;
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.Connected || e.OldStatus != SessionStatus.Connecting)
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{
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return;
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}
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var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
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msg.SandboxAllowed = IsSandboxEnabled;
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_netManager.ServerSendMessage(msg, e.Session.ConnectedClient);
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}
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private void SandboxRespawnReceived(MsgSandboxRespawn message)
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{
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if (!IsSandboxEnabled)
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{
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return;
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}
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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EntitySystem.Get<GameTicker>().Respawn(player);
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}
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private void SandboxGiveAccessReceived(MsgSandboxGiveAccess message)
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{
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if (!IsSandboxEnabled)
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{
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return;
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}
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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if (player.AttachedEntity is not {} attached)
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{
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return;
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}
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var allAccess = IoCManager.Resolve<IPrototypeManager>()
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.EnumeratePrototypes<AccessLevelPrototype>()
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.Select(p => p.ID).ToArray();
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (invSystem.TryGetSlotEntity(attached, "id", out var slotEntity))
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{
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if (_entityManager.HasComponent<AccessComponent>(slotEntity))
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{
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UpgradeId(slotEntity.Value);
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}
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else if (_entityManager.TryGetComponent(slotEntity, out PDAComponent? pda))
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{
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if (pda.ContainedID == null)
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{
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var newID = CreateFreshId();
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if (_entityManager.TryGetComponent(pda.Owner, out ItemSlotsComponent? itemSlots))
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{
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_entityManager.EntitySysManager.GetEntitySystem<ItemSlotsSystem>().
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TryInsert(slotEntity.Value, pda.IdSlot, newID, null);
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}
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}
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else
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{
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UpgradeId(pda.ContainedID.Owner);
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}
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}
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}
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else if (_entityManager.TryGetComponent<HandsComponent?>(attached, out var hands))
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{
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var card = CreateFreshId();
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if (!invSystem.TryEquip(attached, card, "id", true, true))
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{
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hands.PutInHandOrDrop(_entityManager.GetComponent<SharedItemComponent>(card));
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}
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}
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void UpgradeId(EntityUid id)
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{
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var accessSystem = EntitySystem.Get<AccessSystem>();
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accessSystem.TrySetTags(id, allAccess);
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if (_entityManager.TryGetComponent(id, out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "gold");
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}
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}
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EntityUid CreateFreshId()
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{
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var card = _entityManager.SpawnEntity("CaptainIDCard", _entityManager.GetComponent<TransformComponent>(attached).Coordinates);
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UpgradeId(card);
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_entityManager.GetComponent<IdCardComponent>(card).FullName = _entityManager.GetComponent<MetaDataComponent>(attached).EntityName;
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return card;
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}
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}
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private void SandboxGiveAghostReceived(MsgSandboxGiveAghost message)
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{
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if (!IsSandboxEnabled)
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{
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return;
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}
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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_host.ExecuteCommand(player, _conGroupController.CanCommand(player, "aghost") ? "aghost" : "ghost");
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}
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private void SandboxSuicideReceived(MsgSandboxSuicide message)
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{
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if (!IsSandboxEnabled)
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{
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return;
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}
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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_host.ExecuteCommand(player, "suicide");
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}
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private void UpdateSandboxStatusForAll()
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{
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var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
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msg.SandboxAllowed = IsSandboxEnabled;
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_netManager.ServerSendToAll(msg);
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}
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}
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}
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