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