mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 18:12:40 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
421 lines
12 KiB
Plaintext
421 lines
12 KiB
Plaintext
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/datum/admins/proc/player_panel_new()//The new one
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if (!usr.client.holder)
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return
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var/dat = "<html><head><title>Admin Player Panel</title></head>"
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//javascript, the part that does most of the work~
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dat += {"
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<head>
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<script type='text/javascript'>
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var locked_tabs = new Array();
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function updateSearch(){
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var filter_text = document.getElementById('filter');
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var filter = filter_text.value.toLowerCase();
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if(complete_list != null && complete_list != ""){
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var mtbl = document.getElementById("maintable_data_archive");
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mtbl.innerHTML = complete_list;
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}
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if(filter.value == ""){
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return;
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}else{
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var maintable_data = document.getElementById('maintable_data');
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var ltr = maintable_data.getElementsByTagName("tr");
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for ( var i = 0; i < ltr.length; ++i )
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{
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try{
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var tr = ltr\[i\];
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if(tr.getAttribute("id").indexOf("data") != 0){
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continue;
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}
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var ltd = tr.getElementsByTagName("td");
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var td = ltd\[0\];
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var lsearch = td.getElementsByTagName("b");
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var search = lsearch\[0\];
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//var inner_span = li.getElementsByTagName("span")\[1\] //Should only ever contain one element.
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//document.write("<p>"+search.innerText+"<br>"+filter+"<br>"+search.innerText.indexOf(filter))
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if ( search.innerText.toLowerCase().indexOf(filter) == -1 )
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{
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//document.write("a");
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//ltr.removeChild(tr);
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td.innerHTML = "";
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i--;
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}
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}catch(err) { }
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}
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}
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var count = 0;
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var index = -1;
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var debug = document.getElementById("debug");
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locked_tabs = new Array();
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}
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function expand(id,job,name,real_name,image,key,ip,antagonist,ref){
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clearAll();
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var span = document.getElementById(id);
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body = "<table><tr><td>";
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body += "</td><td align='center'>";
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body += "<font size='2'><b>"+job+" "+name+"</b><br><b>Real name "+real_name+"</b><br><b>Played by "+key+" ("+ip+")</b></font>"
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body += "</td><td align='center'>";
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body += "<a href='?src=\ref[src];adminplayeropts="+ref+"'>PP</a> - "
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body += "<a href='?src=\ref[src];notes=show;mob="+ref+"'>N</a> - "
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body += "<a href='?_src_=vars;Vars="+ref+"'>VV</a> - "
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body += "<a href='?src=\ref[src];traitor="+ref+"'>TP</a> - "
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body += "<a href='?src=\ref[usr];priv_msg=\ref"+ref+"'>PM</a> - "
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body += "<a href='?src=\ref[src];subtlemessage="+ref+"'>SM</a> - "
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body += "<a href='?src=\ref[src];adminplayerobservejump="+ref+"'>JMP</a><br>"
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body += "<a hreF='?src=\ref[src];admin_wind_player="+ref+"'>WIND</a><br>"
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if(antagonist > 0)
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body += "<font size='2'><a href='?src=\ref[src];check_antagonist=1'><font color='red'><b>Antagonist</b></font></a></font>";
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body += "</td></tr></table>";
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span.innerHTML = body
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}
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function clearAll(){
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var spans = document.getElementsByTagName('span');
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for(var i = 0; i < spans.length; i++){
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var span = spans\[i\];
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var id = span.getAttribute("id");
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if(!(id.indexOf("item")==0))
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continue;
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var pass = 1;
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for(var j = 0; j < locked_tabs.length; j++){
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if(locked_tabs\[j\]==id){
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pass = 0;
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break;
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}
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}
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if(pass != 1)
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continue;
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span.innerHTML = "";
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}
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}
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function addToLocked(id,link_id,notice_span_id){
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var link = document.getElementById(link_id);
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var decision = link.getAttribute("name");
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if(decision == "1"){
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link.setAttribute("name","2");
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}else{
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link.setAttribute("name","1");
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removeFromLocked(id,link_id,notice_span_id);
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return;
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}
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var pass = 1;
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for(var j = 0; j < locked_tabs.length; j++){
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if(locked_tabs\[j\]==id){
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pass = 0;
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break;
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}
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}
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if(!pass)
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return;
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locked_tabs.push(id);
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var notice_span = document.getElementById(notice_span_id);
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notice_span.innerHTML = "<font color='red'>Locked</font> ";
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//link.setAttribute("onClick","attempt('"+id+"','"+link_id+"','"+notice_span_id+"');");
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//document.write("removeFromLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
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//document.write("aa - "+link.getAttribute("onClick"));
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}
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function attempt(ab){
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return ab;
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}
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function removeFromLocked(id,link_id,notice_span_id){
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//document.write("a");
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var index = 0;
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var pass = 0;
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for(var j = 0; j < locked_tabs.length; j++){
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if(locked_tabs\[j\]==id){
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pass = 1;
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index = j;
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break;
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}
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}
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if(!pass)
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return;
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locked_tabs\[index\] = "";
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var notice_span = document.getElementById(notice_span_id);
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notice_span.innerHTML = "";
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//var link = document.getElementById(link_id);
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//link.setAttribute("onClick","addToLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
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}
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function selectTextField(){
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var filter_text = document.getElementById('filter');
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filter_text.focus();
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filter_text.select();
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}
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</script>
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</head>
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"}
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//body tag start + onload and onkeypress (onkeyup) javascript event calls
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dat += "<body onload='selectTextField(); updateSearch();' onkeyup='updateSearch();'>"
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//title + search bar
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dat += {"
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<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable'>
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<tr id='title_tr'>
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<td align='center'>
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<font size='5'><b>Player panel</b></font><br>
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Hover over a line to see more information - <a href='?src=\ref[src];check_antagonist=1'>Check antagonists</a>
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<p>
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</td>
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</tr>
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<tr id='search_tr'>
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<td align='center'>
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<b>Search:</b> <input type='text' id='filter' value='' style='width:300px;'>
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</td>
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</tr>
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</table>
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"}
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//player table header
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dat += {"
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<span id='maintable_data_archive'>
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<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable_data'>"}
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var/list/mobs = sortmobs()
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var/i = 1
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for(var/mob/M in mobs)
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if(M.ckey)
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var/color = "#e6e6e6"
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if(i%2 == 0)
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color = "#f2f2f2"
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var/is_antagonist = is_special_character(M)
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var/M_job = ""
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if(isliving(M))
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if(iscarbon(M)) //Carbon stuff
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if(ishuman(M))
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M_job = M.job
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else if(isslime(M))
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M_job = "slime"
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else if(issmall(M))
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M_job = "Monkey"
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else if(isalien(M))
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M_job = "Alien"
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else
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M_job = "Carbon-based"
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else if(issilicon(M)) //silicon
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if(isAI(M))
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M_job = "AI"
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else if(ispAI(M))
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M_job = "pAI"
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else if(isrobot(M))
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M_job = "Cyborg"
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else
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M_job = "Silicon-based"
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else if(isanimal(M)) //simple animals
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if(iscorgi(M))
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M_job = "Corgi"
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else
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M_job = "Animal"
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else
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M_job = "Living"
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else if(istype(M,/mob/new_player))
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M_job = "New player"
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else if(isobserver(M))
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M_job = "Ghost"
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M_job = replacetext(M_job, "'", "")
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M_job = replacetext(M_job, "\"", "")
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M_job = replacetext(M_job, "\\", "")
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var/M_name = M.name
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M_name = replacetext(M_name, "'", "")
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M_name = replacetext(M_name, "\"", "")
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M_name = replacetext(M_name, "\\", "")
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var/M_rname = M.real_name
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M_rname = replacetext(M_rname, "'", "")
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M_rname = replacetext(M_rname, "\"", "")
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M_rname = replacetext(M_rname, "\\", "")
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var/M_key = M.key
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M_key = replacetext(M_key, "'", "")
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M_key = replacetext(M_key, "\"", "")
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M_key = replacetext(M_key, "\\", "")
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//output for each mob
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dat += {"
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<tr id='data[i]' name='[i]' onClick="addToLocked('item[i]','data[i]','notice_span[i]')">
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<td align='center' bgcolor='[color]'>
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<span id='notice_span[i]'></span>
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<a id='link[i]'
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onmouseover='expand("item[i]","[M_job]","[M_name]","[M_rname]","--unused--","[M_key]","[M.lastKnownIP]",[is_antagonist],"\ref[M]")'
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>
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<span id='search[i]'><b>[M_name] - [M_rname] - [M_key] ([M_job])</b></span>
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</a>
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<br><span id='item[i]'></span>
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</td>
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</tr>
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"}
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i++
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//player table ending
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dat += {"
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</table>
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</span>
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<script type='text/javascript'>
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var maintable = document.getElementById("maintable_data_archive");
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var complete_list = maintable.innerHTML;
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</script>
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</body></html>
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"}
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usr << browse(dat, "window=players;size=600x480")
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//The old one
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/datum/admins/proc/player_panel_old()
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if (!usr.client.holder)
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return
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var/dat = "<html><head><title>Player Menu</title></head>"
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dat += "<body><table border=1 cellspacing=5><B><tr><th>Name</th><th>Real Name</th><th>Assigned Job</th><th>Key</th><th>Options</th><th>PM</th><th>Traitor?</th></tr></B>"
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//add <th>IP:</th> to this if wanting to add back in IP checking
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//add <td>(IP: [M.lastKnownIP])</td> if you want to know their ip to the lists below
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var/list/mobs = sortmobs()
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for(var/mob/M in mobs)
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if(!M.ckey) continue
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dat += "<tr><td>[M.name]</td>"
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if(isAI(M))
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dat += "<td>AI</td>"
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else if(isrobot(M))
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dat += "<td>Cyborg</td>"
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else if(ishuman(M))
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dat += "<td>[M.real_name]</td>"
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else if(istype(M, /mob/living/silicon/pai))
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dat += "<td>pAI</td>"
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else if(istype(M, /mob/new_player))
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dat += "<td>New Player</td>"
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else if(isobserver(M))
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dat += "<td>Ghost</td>"
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else if(issmall(M))
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dat += "<td>Monkey</td>"
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else if(isalien(M))
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dat += "<td>Alien</td>"
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else
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dat += "<td>Unknown</td>"
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.mind && H.mind.assigned_role)
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dat += "<td>[H.mind.assigned_role]</td>"
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else
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dat += "<td>NA</td>"
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dat += {"<td>[M.key ? (M.client ? M.key : "[M.key] (DC)") : "No key"]</td>
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<td align=center><A HREF='?src=\ref[src];adminplayeropts=\ref[M]'>X</A></td>
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<td align=center><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>
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"}
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if(usr.client)
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if(!check_rights(R_MOD|R_ADMIN, 0))
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dat += {"<td align=center> N/A </td>"}
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else
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switch(is_special_character(M))
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if(0)
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dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'>Traitor?</A></td>"}
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if(1)
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dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red>Traitor?</font></A></td>"}
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if(2)
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dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red><b>Traitor?</b></font></A></td>"}
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else
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dat += {"<td align=center> N/A </td>"}
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dat += "</table></body></html>"
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usr << browse(dat, "window=players;size=640x480")
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/datum/admins/proc/check_antagonists()
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if (SSticker.current_state >= GAME_STATE_PLAYING)
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var/dat = "<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>"
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dat += "Current Game Mode: <B>[SSticker.mode.name]</B><BR>"
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dat += "Round Duration: <B>[round(world.time / 36000)]:[add_zero(world.time / 600 % 60, 2)]:[world.time / 100 % 6][world.time / 100 % 10]</B><BR>"
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dat += "<B>Emergency shuttle</B><BR>"
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if (!emergency_shuttle.online())
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dat += "<a href='?src=\ref[src];call_shuttle=1'>Call Shuttle</a><br>"
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else
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if (emergency_shuttle.wait_for_launch)
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|
var/timeleft = emergency_shuttle.estimate_launch_time()
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dat += "ETL: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
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else if (emergency_shuttle.shuttle.has_arrive_time())
|
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var/timeleft = emergency_shuttle.estimate_arrival_time()
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|
dat += "ETA: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
|
|
dat += "<a href='?src=\ref[src];call_shuttle=2'>Send Back</a><br>"
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|
|
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if (emergency_shuttle.shuttle.moving_status == SHUTTLE_WARMUP)
|
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dat += "Launching now..."
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|
|
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dat += "<a href='?src=\ref[src];delay_round_end=1'>[SSticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
|
|
dat += "<hr>"
|
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for(var/antag_type in all_antag_types)
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var/datum/antagonist/A = all_antag_types[antag_type]
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dat += A.get_check_antag_output(src)
|
|
dat += "</body></html>"
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usr << browse(dat, "window=roundstatus;size=400x500")
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else
|
|
alert("The game hasn't started yet!")
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