Files
tbd-station-14/Content.Server/Sandbox/SandboxSystem.cs
c4llv07e 64bb8dbdd5 Add door electronics access configuration menu (#17778)
* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-01 17:06:13 +11:00

198 lines
6.9 KiB
C#

using System.Linq;
using Content.Server.GameTicking;
using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Sandbox;
using Robust.Server.Console;
using Robust.Server.Placement;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Sandbox
{
public sealed class SandboxSystem : SharedSandboxSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IConGroupController _conGroupController = default!;
[Dependency] private readonly IServerConsoleHost _host = default!;
[Dependency] private readonly SharedAccessSystem _access = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
private bool _isSandboxEnabled;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsSandboxEnabled
{
get => _isSandboxEnabled;
set
{
_isSandboxEnabled = value;
UpdateSandboxStatusForAll();
}
}
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<MsgSandboxRespawn>(SandboxRespawnReceived);
SubscribeNetworkEvent<MsgSandboxGiveAccess>(SandboxGiveAccessReceived);
SubscribeNetworkEvent<MsgSandboxGiveAghost>(SandboxGiveAghostReceived);
SubscribeNetworkEvent<MsgSandboxSuicide>(SandboxSuicideReceived);
SubscribeLocalEvent<GameRunLevelChangedEvent>(GameTickerOnOnRunLevelChanged);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_placementManager.AllowPlacementFunc = placement =>
{
if (IsSandboxEnabled)
{
return true;
}
var channel = placement.MsgChannel;
var player = _playerManager.GetSessionByChannel(channel);
if (_conGroupController.CanAdminPlace(player))
{
return true;
}
return false;
};
}
public override void Shutdown()
{
base.Shutdown();
_placementManager.AllowPlacementFunc = null;
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void GameTickerOnOnRunLevelChanged(GameRunLevelChangedEvent obj)
{
// Automatically clear sandbox state when round resets.
if (obj.New == GameRunLevel.PreRoundLobby)
{
IsSandboxEnabled = false;
}
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.Connected || e.OldStatus != SessionStatus.Connecting)
return;
RaiseNetworkEvent(new MsgSandboxStatus { SandboxAllowed = IsSandboxEnabled }, e.Session.Channel);
}
private void SandboxRespawnReceived(MsgSandboxRespawn message, EntitySessionEventArgs args)
{
if (!IsSandboxEnabled)
return;
var player = _playerManager.GetSessionByChannel(args.SenderSession.Channel);
if (player.AttachedEntity == null) return;
_ticker.Respawn(player);
}
private void SandboxGiveAccessReceived(MsgSandboxGiveAccess message, EntitySessionEventArgs args)
{
if (!IsSandboxEnabled)
return;
var player = _playerManager.GetSessionByChannel(args.SenderSession.Channel);
if (player.AttachedEntity is not { } attached)
{
return;
}
var allAccess = PrototypeManager
.EnumeratePrototypes<AccessLevelPrototype>()
.Select(p => new ProtoId<AccessLevelPrototype>(p.ID)).ToList();
if (_inventory.TryGetSlotEntity(attached, "id", out var slotEntity))
{
if (HasComp<AccessComponent>(slotEntity))
{
UpgradeId(slotEntity.Value);
}
else if (TryComp<PdaComponent>(slotEntity, out var pda))
{
if (pda.ContainedId is null)
{
var newID = CreateFreshId();
if (TryComp<ItemSlotsComponent>(slotEntity, out var itemSlots))
{
_slots.TryInsert(slotEntity.Value, pda.IdSlot, newID, null);
}
}
else
{
UpgradeId(pda.ContainedId!.Value);
}
}
}
else if (TryComp<HandsComponent>(attached, out var hands))
{
var card = CreateFreshId();
if (!_inventory.TryEquip(attached, card, "id", true, true))
{
_handsSystem.PickupOrDrop(attached, card, handsComp: hands);
}
}
void UpgradeId(EntityUid id)
{
_access.TrySetTags(id, allAccess);
}
EntityUid CreateFreshId()
{
var card = Spawn("CaptainIDCard", Transform(attached).Coordinates);
UpgradeId(card);
Comp<IdCardComponent>(card).FullName = MetaData(attached).EntityName;
return card;
}
}
private void SandboxGiveAghostReceived(MsgSandboxGiveAghost message, EntitySessionEventArgs args)
{
if (!IsSandboxEnabled)
return;
var player = _playerManager.GetSessionByChannel(args.SenderSession.Channel);
_host.ExecuteCommand(player, _conGroupController.CanCommand(player, "aghost") ? "aghost" : "ghost");
}
private void SandboxSuicideReceived(MsgSandboxSuicide message, EntitySessionEventArgs args)
{
if (!IsSandboxEnabled)
return;
var player = _playerManager.GetSessionByChannel(args.SenderSession.Channel);
_host.ExecuteCommand(player, "suicide");
}
private void UpdateSandboxStatusForAll()
{
RaiseNetworkEvent(new MsgSandboxStatus { SandboxAllowed = IsSandboxEnabled });
}
}
}