* Adds linking tickets in asay, referencing mob datums in asay, improves asay ref code (#65634)
About The Pull Request
Continuing on the work started in #65154 and 61712, this PR expands what asay linking can be used for and improves the code for it. You can now link tickets in asay by saying #[ticket ID] like #1. This shows the ticket's status and who filed the ahelp. Might remove the ticket filer if it's not really useful.
This also fixes an oversight of mine with datum linking, with how mobs and certain other datums (armor datums, landmarks) don't follow the memory address format for their tag values. Datum linking now uses a @ [tag] format, so you can link to a mob by saying @ mob_702 and such.
dreamseeker_2022-03-22_21-51-41.png
Why It's Good For The Game
More robust admin tools
Changelog
cl Ryll/Shaps
admin: You can now link tickets in asay with #[ticket ID], like #1 and #5.
admin: asay datum linking now functions by saying '@ [datum's tag value]`, whether it's a normal datum (@ 0x2001169) or a mob (@ mob_702) or whatever else.
Discord_2022-03-16_23-38-09.png
(old pic)
* Adds linking tickets in asay, referencing mob datums in asay, improves asay ref code
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Changes what appears for urgent ahelps to supportmins. (#64748)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Changes what appears for urgent ahelps to supportmins.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fix: LogAhelp invalid integer - use ticket ID (#64875)
* Fix: LogAhelp invalid integer - use ticket ID
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
* OPFOR PART ONE
* 0
* E
* E
* 0
* E
* e
* Update opposing_force_datum.dm
* E
* E
* Admin stuffs
* Admin control GUI
* E
* Chat
* 0
* Update opposing_force_datum.dm
* System messages, better admin chat procs, UI fixes.
* Update _basemap.dm
* who thought holding a ref to the client was a good fucking idea?
* 0
* Update opposing_force_datum.dm
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
* Equipment tab
* equipment part 2
* Tidy up, finishing up equipments panel, some font fixes
* clarity and continuity
* Update opposing_force_datum.dm
* more logic fixes
* Update opposing_force_datum.dm
* weeee
* Update opposing_force_datum.dm
* chat commands
* 0
* ee
* Update opposing_force_datum.dm
* Itemspawning
* Assassinate objectives only need one kill
* new commands
* Update opposing_force_datum.dm
* f
* weee roundend report
* E
* ew
* E
* E
* more fixes
* E
* E
* Update opposing_force_datum.dm
* Update opposing_force_datum.dm
* Fixes
* request opfor
* Update admin_procs.dm
* Update adminhelp.dm
* Update opposing_force_datum.dm
* fex
* admin info panel, approve checks, queue position checks
* panel improvements, better logging format
* Barboza equipment list Vol 1 (#10386)
* Update opposing_force_equipment.dm
* silly little changes to the silly little code
i doubt this will be seen by anyone teehee
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be. 23-37 keeps its beanbag load while M2 comes with slugs as a proper combat shotgun
* Gear Pass 1
* Mag Variety for SAS14
Since its gonna be an opfor exclusive why not add some choices. Refilling its ammo is nigh impossible so here comes new mags!
* Gear Pass 2
yes I 'code' in github web
* Gear Pass 3
just martial arts and some stuff for today, tomorrow i add the discord suggestions
* opfor equipment up the ass
woo spider
* descs for everyone
* g357
* altyn
* Gear Pass 4
syndicakes and nri
* Item Variety Document for Opfor
* gunman loadout
* gunman update
* Gear Pass 5
gear harder
* Update opposing_force_equipment.dm
* big typo fuckup fix
* lcoat desc fix
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* DocNameChange
also no more shamwow
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update items.dm
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/opposing_force/code/items.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* More Categories and Expanded Title
Adds loadouts and explosives tab, increases title limit to 40 instead of 20 for objectives
* Apply suggestions from code review
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Automatic changelog generation for PR #10386 [ci skip]
* E
* Update opposing_force_equipment.dm
* E
* Update items.dm
* Vol2Remastered (#10413)
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Bye bye high-frequency sword
* Fixed the space cash too
* Review comments
* Update counter.dm
* general antagonist ban
* opfor ban
* Update opposing_force_subsystem.dm
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Verify that those clicking on admin statclicks are admins (#63226)
Also removes some unused statclick.
Statclicks need to get removed someday, they're a pain in the ass, but this is good enough for now.
* Verify that those clicking on admin statclicks are admins
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins
* db portion sorted out
* now it really is
* should work about fine
* one last touch
* well, one more
* also botched comment
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds pinging to asay (#61712)
I spend a lot of my time adminning the servers alt tabbed when not much is going on, tabbing back in every 5-10 minutes to see what's happening or when I hear a bwoink. Sometimes I miss out on other admins asking me questions or trying to get my attention, and I'll only realize way later when I'm scrolling back up through the chat logs, if at all.
This PR adds the ability to @ other admins in asay by their ckey, which underlines the pinged name, plays a bloop sound (the one when a vote starts) and flashes their window icon if they're not tabbed in.
* Adds pinging to asay
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* makes rslve button in admin help panel not wrap around (#61239)
makes admin help panel wider so rslve doesnt wrap around to the bottom line
* makes rslve button in admin help panel not wrap around
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Reorder the POPUP button (#61174)
Hurts muscle memory in a way I didn't anticipate. New version puts it behind the REJT button.
* Reorder the POPUP button to be behind closure links
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Give admins the ability to put a popup notice for players in tickets (#61010)
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
* Give admins the ability to put a popup notice for players in tickets
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes admin tickets displaying as improper nouns (#53485)
Admin tickets were having "the" prepended to them when displayed in the status tab, because ahelps are treated as datums and BYOND likes to help out and treat them as nouns when printed. This resolves that.
* Fixes admin tickets displaying as improper nouns
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* tgchat: Hotfixes, Message Annotations (#52947)
This PR changes the message pipeline a little bit to support list-based messages, which can be annotated with custom data. Function signature of to_chat was slightly changed as well:
// Plain text message
to_chat(client,
type = MESSAGE_TYPE_INFO,
text = "foo")
// HTML message
to_chat(client,
type = MESSAGE_TYPE_INFO,
html = "<span class='notice'>foo</span>")
Old to_chat format is still supported, but handle_whitespace, trailing_newline and confidential flags have no effect. confidential flag could still be revived though, if there is enough merit in it, for example to filter out confidential messages when saving a chat log.
The reason for using /list and not /datum, is because lists are plain faster, and there are minimal data transformations - these lists are fed directly to json_encode and sent to tgchat.
Plain text messages do not need to be HTML-escaped, which makes them safer and more performant than HTML messages. Plain text messages can be made interactive (or formatted with CSS) by custom-handling them in javscript based on message type and annotations.
It would be impossible to annotate every single message in the game (at the moment of writing, there are 9447 to_chat calls in the code), but it could be done selectively, for only those messages that are hard to classify by span classes (and there are still A LOT of them).
Please annotate more messages. Thank you.
Fixes#52943Fixes#52908Fixes#52816
Changelog
cl
add: tgchat: Unread message count is now smarter and won't increase on other tabs if you have already read the same message in the active tab.
add: tgchat: Admin PMs are now properly annotated and can be filtered into separate tabs.
fix: tgchat: Fix: Highlighted message overlay no longer blocks clicks. Clicking a highlighted (F) link should work as it should.
fix: tgui: Fixed NTOS bluescreen due to calling .includes() on a stylesheet href which could be null on certain browsers.
code: tgchat: Chat schema bumped to version 5. All chat-related settings were reset to avoid breakage.
/cl
* tgchat: Hotfixes, Message Annotations
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* adds pipelining to cross-server comm messages
One server blocking at the network level should not delay the other servers getting their message.
* Update adminhelp.dm
oh fun.
* try 3?
* Fuck it, string proc refs!
* Update adminhelp.dm
* Update adminhelp.dm