feat: contraband list with flagging and optional removal

Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).

Fixes #1563

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 23:20:16 -05:00
parent 1e0e19062d
commit 5f608a8abb
36 changed files with 766 additions and 22 deletions

View File

@@ -1,4 +1,5 @@
#include "InventoryComponent.h"
#include "Contraband.h"
#include "EconomyLedger.h"
#include <sstream>
@@ -204,6 +205,8 @@ void InventoryComponent::AddItem(
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
Contraband::OnItemAdded(m_Parent, lot, count, lootSourceType, inventorySourceType);
auto* missions = static_cast<MissionComponent*>(this->m_Parent->GetComponent(eReplicaComponentType::MISSION));
auto* inventory = GetInventory(inventoryType);
@@ -336,6 +339,7 @@ ReceivedItem InventoryComponent::ReceiveItem(const LWOOBJID id, const LOT lot, c
addItem.showFlyingLoot = options.showFlyingLoot && !options.equip;
addItem.SendToClient(m_Parent->GetSystemAddress());
EconomyLedger::RecordItems(m_Parent, lot, count, static_cast<uint32_t>(lootSourceType));
Contraband::OnItemAdded(m_Parent, lot, count, lootSourceType, options.sourceInventory);
if (options.equip) {
item->Equip();
Game::entityManager->SerializeEntity(m_Parent);