Refactors most spans into span procs (#59645)

Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
This commit is contained in:
Watermelon914
2021-06-14 13:03:53 -07:00
committed by GitHub
parent b9982f6970
commit 375a20e49b
1676 changed files with 15455 additions and 15226 deletions
+18 -18
View File
@@ -175,7 +175,7 @@
judgement_lynch_period /= 2
night_phase_period /= 2
if(turn == 1)
send_message("<span class='notice'><b>The selected map is [current_map.name]!</b></br>[current_map.description]</span>")
send_message(span_notice("<b>The selected map is [current_map.name]!</b></br>[current_map.description]"))
send_message("<b>Day [turn] started! There is no voting on the first day. Say hello to everybody!</b>")
next_phase_timer = addtimer(CALLBACK(src,.proc/check_trial, FALSE),first_day_phase_period,TIMER_STOPPABLE) //no voting period = no votes = instant night
else
@@ -244,19 +244,19 @@
/datum/mafia_controller/proc/lynch()
for(var/i in judgement_innocent_votes)
var/datum/mafia_role/role = i
send_message("<span class='green'>[role.body.real_name] voted innocent.</span>")
send_message(span_green("[role.body.real_name] voted innocent."))
for(var/ii in judgement_abstain_votes)
var/datum/mafia_role/role = ii
send_message("<span class='comradio'>[role.body.real_name] abstained.</span>")
send_message(span_comradio("[role.body.real_name] abstained."))
for(var/iii in judgement_guilty_votes)
var/datum/mafia_role/role = iii
send_message("<span class='red'>[role.body.real_name] voted guilty.</span>")
send_message(span_red("[role.body.real_name] voted guilty."))
if(judgement_guilty_votes.len > judgement_innocent_votes.len) //strictly need majority guilty to lynch
send_message("<span class='red'><b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b></span>")
send_message(span_red("<b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b>"))
on_trial.kill(src,lynch = TRUE)
addtimer(CALLBACK(src, .proc/send_home, on_trial),judgement_lynch_period)
else
send_message("<span class='green'><b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b></span>")
send_message(span_green("<b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b>"))
on_trial.body.forceMove(get_turf(on_trial.assigned_landmark))
on_trial = null
//day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else
@@ -453,11 +453,11 @@
if(victim)
var/datum/mafia_role/killer = get_random_voter("Mafia")
if(!victim.can_action(src, killer, "changeling murder"))
send_message("<span class='danger'>[killer.body.real_name] was unable to attack [victim.body.real_name] tonight!</span>",MAFIA_TEAM_MAFIA)
send_message(span_danger("[killer.body.real_name] was unable to attack [victim.body.real_name] tonight!"),MAFIA_TEAM_MAFIA)
else
send_message("<span class='danger'>[killer.body.real_name] has attacked [victim.body.real_name]!</span>",MAFIA_TEAM_MAFIA)
send_message(span_danger("[killer.body.real_name] has attacked [victim.body.real_name]!"),MAFIA_TEAM_MAFIA)
if(victim.kill(src,killer,lynch=FALSE))
to_chat(victim.body, "<span class='userdanger'>You have been killed by a Changeling!</span>")
to_chat(victim.body, span_userdanger("You have been killed by a Changeling!"))
reset_votes("Mafia")
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_KILL_PHASE)
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_END)
@@ -484,9 +484,9 @@
else
votes[vote_type][voter] = target
if(old_vote && old_vote == target)
send_message("<span class='notice'>[voter.body.real_name] retracts their vote for [target.body.real_name]!</span>", team = teams)
send_message(span_notice("[voter.body.real_name] retracts their vote for [target.body.real_name]!"), team = teams)
else
send_message("<span class='notice'>[voter.body.real_name] voted for [target.body.real_name]!</span>",team = teams)
send_message(span_notice("[voter.body.real_name] voted for [target.body.real_name]!"),team = teams)
if(!teams)
target.body.update_appearance() //Update the vote display if it's a public vote
var/datum/mafia_role/old = old_vote
@@ -723,25 +723,25 @@
switch(action)
if("mf_signup")
if(!SSticker.HasRoundStarted())
to_chat(usr, "<span class='warning'>Wait for the round to start.</span>")
to_chat(usr, span_warning("Wait for the round to start."))
return
if(GLOB.mafia_signup[C.ckey])
GLOB.mafia_signup -= C.ckey
to_chat(usr, "<span class='notice'>You unregister from Mafia.</span>")
to_chat(usr, span_notice("You unregister from Mafia."))
return TRUE
else
GLOB.mafia_signup[C.ckey] = C
to_chat(usr, "<span class='notice'>You sign up for Mafia.</span>")
to_chat(usr, span_notice("You sign up for Mafia."))
if(phase == MAFIA_PHASE_SETUP)
check_signups()
try_autostart()
return TRUE
if("mf_spectate")
if(C.ckey in spectators)
to_chat(usr, "<span class='notice'>You will no longer get messages from the game.</span>")
to_chat(usr, span_notice("You will no longer get messages from the game."))
spectators -= C.ckey
else
to_chat(usr, "<span class='notice'>You will now get messages from the game.</span>")
to_chat(usr, span_notice("You will now get messages from the game."))
spectators += C.ckey
return TRUE
if(user_role && user_role.game_status == MAFIA_DEAD)
@@ -924,8 +924,8 @@
//small message about not getting into this game for clarity on why they didn't get in
for(var/unpicked in possible_keys)
var/client/unpicked_client = GLOB.directory[unpicked]
to_chat(unpicked_client, "<span class='danger'>Sorry, the starting mafia game has too many players and you were not picked.</span>")
to_chat(unpicked_client, "<span class='warning'>You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.</span>")
to_chat(unpicked_client, span_danger("Sorry, the starting mafia game has too many players and you were not picked."))
to_chat(unpicked_client, span_warning("You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes."))
if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start.
setup = generate_random_setup()