Files
crystall-punk-14/Content.Server/Sandbox/SandboxManager.cs

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using System.Linq;
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using Content.Server.Access.Components;
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using Content.Server.Access.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.PDA;
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using Content.Shared.Sandbox;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Server.Placement;
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using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Sandbox
{
internal sealed class SandboxManager : SharedSandboxManager, ISandboxManager, IEntityEventSubscriber
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{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IConGroupController _conGroupController = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IServerConsoleHost _host = default!;
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private bool _isSandboxEnabled;
[ViewVariables(VVAccess.ReadWrite)]
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public bool IsSandboxEnabled
{
get => _isSandboxEnabled;
set
{
_isSandboxEnabled = value;
UpdateSandboxStatusForAll();
}
}
public void Initialize()
{
_netManager.RegisterNetMessage<MsgSandboxStatus>();
_netManager.RegisterNetMessage<MsgSandboxRespawn>(SandboxRespawnReceived);
_netManager.RegisterNetMessage<MsgSandboxGiveAccess>(SandboxGiveAccessReceived);
_netManager.RegisterNetMessage<MsgSandboxGiveAghost>(SandboxGiveAghostReceived);
_netManager.RegisterNetMessage<MsgSandboxSuicide>(SandboxSuicideReceived);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_entityManager.EventBus.SubscribeEvent<GameRunLevelChangedEvent>(EventSource.Local, this, GameTickerOnOnRunLevelChanged);
_placementManager.AllowPlacementFunc = placement =>
{
if (IsSandboxEnabled)
{
return true;
}
var channel = placement.MsgChannel;
var player = _playerManager.GetSessionByChannel(channel);
if (_conGroupController.CanAdminPlace(player))
{
return true;
}
return false;
};
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}
private void GameTickerOnOnRunLevelChanged(GameRunLevelChangedEvent obj)
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{
// Automatically clear sandbox state when round resets.
if (obj.New == GameRunLevel.PreRoundLobby)
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{
IsSandboxEnabled = false;
}
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
if (e.NewStatus != SessionStatus.Connected || e.OldStatus != SessionStatus.Connecting)
{
return;
}
var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
msg.SandboxAllowed = IsSandboxEnabled;
_netManager.ServerSendMessage(msg, e.Session.ConnectedClient);
}
private void SandboxRespawnReceived(MsgSandboxRespawn message)
{
if (!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
EntitySystem.Get<GameTicker>().Respawn(player);
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}
private void SandboxGiveAccessReceived(MsgSandboxGiveAccess message)
{
if (!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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if (player.AttachedEntity is not {} attached)
{
return;
}
var allAccess = IoCManager.Resolve<IPrototypeManager>()
.EnumeratePrototypes<AccessLevelPrototype>()
.Select(p => p.ID).ToArray();
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if (_entityManager.TryGetComponent(attached, out InventoryComponent? inv)
&& inv.TryGetSlotItem(Slots.IDCARD, out ItemComponent? wornItem))
{
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if (_entityManager.HasComponent<AccessComponent>(wornItem.Owner))
{
UpgradeId(wornItem.Owner);
}
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else if (_entityManager.TryGetComponent(wornItem.Owner, out PDAComponent? pda))
{
if (pda.ContainedID == null)
{
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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var newID = CreateFreshId();
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if (_entityManager.TryGetComponent(pda.Owner, out ItemSlotsComponent? itemSlots))
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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{
_entityManager.EntitySysManager.GetEntitySystem<ItemSlotsSystem>().
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TryInsert(wornItem.Owner, pda.IdSlot, newID, null);
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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}
}
else
{
UpgradeId(pda.ContainedID.Owner);
}
}
}
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else if (_entityManager.TryGetComponent<HandsComponent?>(attached, out var hands))
{
var card = CreateFreshId();
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if (!_entityManager.TryGetComponent(attached, out inv) || !inv.Equip(Slots.IDCARD, card))
{
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hands.PutInHandOrDrop(_entityManager.GetComponent<ItemComponent>(card));
}
}
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void UpgradeId(EntityUid id)
{
var accessSystem = EntitySystem.Get<AccessSystem>();
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accessSystem.TrySetTags(id, allAccess);
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if (_entityManager.TryGetComponent(id, out SpriteComponent? sprite))
{
sprite.LayerSetState(0, "gold");
}
}
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EntityUid CreateFreshId()
{
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var card = _entityManager.SpawnEntity("CaptainIDCard", _entityManager.GetComponent<TransformComponent>(attached).Coordinates);
UpgradeId(card);
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_entityManager.GetComponent<IdCardComponent>(card).FullName = _entityManager.GetComponent<MetaDataComponent>(attached).EntityName;
return card;
}
}
private void SandboxGiveAghostReceived(MsgSandboxGiveAghost message)
{
if (!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
_host.ExecuteCommand(player, _conGroupController.CanCommand(player, "aghost") ? "aghost" : "ghost");
}
private void SandboxSuicideReceived(MsgSandboxSuicide message)
{
if (!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
_host.ExecuteCommand(player, "suicide");
}
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private void UpdateSandboxStatusForAll()
{
var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
msg.SandboxAllowed = IsSandboxEnabled;
_netManager.ServerSendToAll(msg);
}
}
}