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 341ce89a6a
commit b2403b09ea
36 changed files with 766 additions and 22 deletions

View File

@@ -0,0 +1,40 @@
#ifndef __ICONTRABAND__H__
#define __ICONTRABAND__H__
#include <cstdint>
#include <string>
#include <vector>
#include "dCommonVars.h"
/**
* Contraband: items staff don't want players to have (issue #1563), edited on the dashboard. World servers check a
* character's items against the list when it loads and when items are added, and flag (an economy flag of kind
* CONTRABAND) or also remove them.
*/
class IContraband {
public:
enum class eContrabandAction : uint8_t {
FLAG = 0, // only flag the character
REMOVE = 1 // flag the character and remove the item
};
struct ContrabandItem {
LOT lot{};
std::string reason;
eContrabandAction action{};
std::string addedBy;
int64_t addedAt{};
};
// Every listed item, by LOT
virtual std::vector<ContrabandItem> GetContrabandItems() = 0;
// Insert or replace the row of item.lot
virtual void SetContrabandItem(const ContrabandItem& item) = 0;
// Whether there was a row to delete
virtual bool DeleteContrabandItem(LOT lot) = 0;
};
#endif //!__ICONTRABAND__H__

View File

@@ -58,7 +58,10 @@ public:
DUPLICATE = 3, // an object id exists in more than one place (day 0, so each item is flagged once)
// different items share an object id and the login migration will not separate them: the characters holding
// them already migrated, or a copy is in mail (day 0)
ID_COLLISION = 4
ID_COLLISION = 4,
// a character has an item on the contraband list (value: how many, baseline: 1 when it was removed). Found when
// the character loaded (day 0, one flag per item) or when the item was added (that day, item id 0)
CONTRABAND = 5
};
enum class eFlagStatus : uint8_t { OPEN = 0, DISMISSED = 1, ACTIONED = 2 };