* Readonly, typos and redundant string interpolations * Namespaces * Optimize imports * Address reviews * but actually * Localize missing strings * Remove redundant vars
152 lines
5.3 KiB
C#
152 lines
5.3 KiB
C#
using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.Sandbox;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Placement;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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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
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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 IGameTicker _gameTicker = 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 IConsoleShell _shell = 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>(nameof(MsgSandboxStatus));
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_netManager.RegisterNetMessage<MsgSandboxRespawn>(nameof(MsgSandboxRespawn), SandboxRespawnReceived);
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_netManager.RegisterNetMessage<MsgSandboxGiveAccess>(nameof(MsgSandboxGiveAccess), SandboxGiveAccessReceived);
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_netManager.RegisterNetMessage<MsgSandboxGiveAghost>(nameof(MsgSandboxGiveAghost), SandboxGiveAghostReceived);
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_netManager.RegisterNetMessage<MsgSandboxSuicide>(nameof(MsgSandboxSuicide), SandboxSuicideReceived);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_gameTicker.OnRunLevelChanged += 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(GameRunLevelChangedEventArgs obj)
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{
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// Automatically clear sandbox state when round resets.
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if (obj.NewRunLevel == 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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_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.TryGetComponent<HandsComponent>(out var hands))
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{
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;
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hands.PutInHandOrDrop(
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_entityManager.SpawnEntity("CaptainIDCard",
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player.AttachedEntity.Transform.Coordinates).GetComponent<ItemComponent>());
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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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_shell.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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_shell.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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