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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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@@ -245,6 +245,11 @@ class TestSQLDatabase : public GameDatabase {
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std::vector<ZoneLimit> GetZoneLimits() override { return {}; }
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void SetZoneLimit(const ZoneLimit& limit) override {}
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void DeleteZoneLimit(uint32_t zoneId) override {}
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// IContraband
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std::vector<ContrabandItem> GetContrabandItems() override { return {}; }
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void SetContrabandItem(const ContrabandItem& item) override {}
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bool DeleteContrabandItem(LOT lot) override { return false; }
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// IFeaturedProperties
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std::vector<FeaturedSlot> GetFeaturedPropertySlots() override { return {}; }
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void SetFeaturedPropertySlot(const FeaturedSlot& slot) override {}
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