About The Pull Request
Ports and improves my interview system that has been previously used in the summer ball and toolbox tournament events. Allows for a 'softer' panic bunker, wherein players who fall below the required living time limit can still join the server and be restricted to filling out a questionnaire. Upon completing the questionnaire, the player may be allowed into the server by an administrator. If the application is approved, they get a notification that they will be reconnected and upon reconnecting will have all verbs as they usually would. If the application is denied the user is put on a cooldown after which they may submit a new questionnaire.
Players who are being interviewed (herein interviewees) have no verbs other than those required for the stat panel to function, as well as a verb to pull up the interview panel. Interviews do not persist through restarts, and the ability to join that is granted by an accepted interview is only valid for the duration of that round.
Open interviews are listed under a new 'interviews' tab for admins, which is VERY similar to the existing tickets tab.
Below is what a player who is flagged as an interviewee will see when they join the server. They can do nothing but respond to the questionnaire or leave.
image
This is what an administrator sees after an interview is submitted, they will also see a corresponding message within their chatbox, and an age-old BWOINK when an interview is submitted.
image
The interviews tab, which is similar to the tickets menu. You can open the interview manager panel to view all active (including non-submitted) interviews, queued (submitted) interviews, and closed interviews.
image
FAQ:
What happens if someone submits an interview when no admins are on? It's treated like adminhelps are, the message gets sent to TGS to be dispatched off to configured end-points (like Discord or IRC), and the user is notified that their interview was handled this way.
Can you configure the questions? Yes, in config/ there is now a interviews.txt file in which the welcome message and the individual questions can be set and modified.
Can this be turned on and off during a round? Yes, it can be toggled like the panic bunker. It requires the panic bunker to be raised in order to function.
Can interviewees have further questions asked to them? Yes, if you admin-pm them, which is possible using regular means or a conveniently placed button on the interview UI, they will be able to respond to the message.
Technical details
To use the interview system you must have the panic bunker enabled, this is an additional setting for the panic bunker. It can be set through the PANIC_BUNKER_INTERVIEW setting in config.txt, or alternatively enabled in-game as prompted during the panic bunker toggling process. It also can be toggled on its own using a verb added for this purpose, Toggle PB Interviews found under the server tab. These new actions are included in the logging for the panic bunker. I have also added a reporting stat to the world topic status keyword, which now reports if the interview system is on using the keyword interviews.
As mentioned above, for server operators, configure the questions and welcome message in config/interviews.txt.
Note to maintainers and those with big brains I had to add a call to init_verbs on the stat panel window being ready because seemingly a race condition exists wherein the add_verb of the 'view my interview' verb doesn't cause a refresh of the tabs (and therefore doesn't show the 'Interview' tab) when running in dream daemon but running it directly from visual studio code properly shows the tab. Adding a init_verbs call directly after adding the verb didn't seem to help.
A note for downstreams
If you don't use the HTML stat panel (which may not be a bad thing) then you will have to do some conversion from the HTML stat panel stuff used here to the old style stat panels. It's pretty trivial, but just be aware of that. You can see how I used to use the old stat panels in my PR from the summer ball, here, which should be helpful.
Why It's Good For The Game
This allows for a softer version of the panic bunker which impedes the flow of malicious players while allowing genuine players a chance to enter a round to gain enough time to not be affected by the panic bunker's restrictions.
Changelog
🆑 bobbahbrown
add: Added the interview system, a 'soft' panic bunker which lets players who would normally be blocked from joining be interviewed by admins to be selectively allowed to play.
/🆑
VV-related code cleanup
Added code to trigger the proper setters for several variables that have them.
Added some admin logging for var-edit teleports.
Cleaned-up some code all around.
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Adds a living time value to the panic bunker, so you can keep people out based on time spent playing the game
* updates the admin verb, and enables %minutes% as an option
* Makes a proc call more clear
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* than
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Start of work
* More work
* Finish visuals for main page for AIs, start work on behavior
* More functionality--authenticating and calling shuttle
* Set security level
* Message list
* Purchasing shuttles
* Emagging, messaing associates, nuke codes, permission fixes
* Sending message to allied sectors (done?)
* CentComm -> CentCom
* Resolve part of feedback
* Remove now unused pageComponent variable
* Change children to not use array
* Split lines
* Flex box allied stations
* Don't use ternary
* Fix lints
* Rebuild tgui
* Change icon to biohazard
* Clean up color property
* Rebuild tgui
The omen component now has a 15% chance when walking through an airlock to have it try to crush you and a 15% chance when walking next to an open turf to throw yourself into it alongside the existing 15% chance to get crushed by a vending machine and 50% chance when you trip over to crack your skull open.
It is also an admin smite with an option to make it permanent.
Allows airlocks to override safties for a single close() proc call, forcing a crush.
* add replace button to shuttle panel
load button now only load new shuttle
* shuttle teplate loads as shuttle
* new shuttle console connects to shuttle
* new navigation computer connect to shurrle
* docking_port id now unique
add count to id if id already in work
* many docks from one base tenplate
* up
* fix unregister
* up
* up
* up
* block multiple shuttle loading
* return preview button
* up id generation
I re-styled the CSS for the stat panel in hopes to make it look nice, and I also added the ability to use sub-categories (currently a single level) of verbs using a . (period), an example being Admin.Fun instead of the previous Admin - Fun. This now results in a sub-category being automagically generated in the stat panel.
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.
Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
There are a number of methods of assuming direct control of mobs or giving other players direct control. I have made sure these now appropriately update verbs.
Shamelessly ripped the functionality from /mob/dead/observer/verb/reenter_corpse() - It seemed to do what I wanted to accomplish in the same context.
I couldn't find any other method to refresh the verbs tab.
Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes#53432fix#53381fix#53724
Changelog
add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data
* Update statbrowser.html
* Apply suggestions from code review
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* hidden = TRUE
* almost ready
* Browser should notify when ready to receive data
* Apply MSO's suggestions
* reset cache if something in it gets deleted
* Fix runtime
* fix my stupid code
* send href_token when adding admin tabs
* fix an issue with cyborg suit topic
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.
Removes the "Start Singularity" verb that was only intended for debug use.
Fixes#53508.
Refactoring of Flex, Fix Section scrollable
Getting presets working
wip
Upgrade dependencies
preset notice, tooltip fixes, pod spawnlocation fixes
finishes UI, final polish
quells one travismoment
Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
better var names
better vars
sound for loop
Further review addressing
runtime fixes
Update code/modules/asset_cache/asset_list_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
More review addressing
tgui merge
why was that there
Small improvements
Small Improvements Part 2
dropoff / wall moving improvements
compile!
more fixes
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.
Caps admin view at 68x68, or 37, in order to prevent it creating more then 100 overlays, causing the parallax system to crash due to exceeding our overlay hardcap of 100
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix#53298 by including turf in alt-click menu
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>
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
Replaces goonchat with a tgui based chat panel
Fixes#52898Fixes#52663
It is as fast as goonchat was (if not faster in certain circumstances), and is very extensible. It has all the necessary code for sorting messages into categories, which means that one of the next features will be multiple tab support.
Additional features that you will get with tgchat right now:
Massively faster server-side performance compared to goonchat, especially if batching multiple messages to one client.
Message persistence across rounds and reconnects. (All messages are stored client-side in IndexedDB)
More robust scroll tracking. If you scroll up, it will not change the scroll position on new messages like goonchat did.
Multiple message combining. (Currently set to combine up to 5 messages over last 5 seconds).
If using the highlighting feature, it highlights the whole message as well as the matching word.
"Now playing" widget, with preview of the song title, a knob for adjusting the volume and a stop button.
Architecture is as following:
```
to_chat() -+
|
SSchat
(queue, batching)
|
window.send_message()
|
v
+-------------+
| tgui-panel |
|+-----------+|
|| tgchat ||
|+-----------+|
+-------------+
```
Subsystem is basically goonchat, but without all the garbage that slows the servers down (string concatenation, double urlencoding, sanitizing, etc). Now, instead of all that, it's being slowed down by json_encode in /datum/tgui_window/proc/send_message, which IMO is completely worth it, and allows sending various templates and widgets to tgchat.
/datum/tgui_window abstracts the whole window away from you, establishes a nice message-passing interface between DM and JS, with two message queues on each side, automatically loads js/css assets for you, basically does everything. You as a developer only have to worry about sending/receiving messages and write javascript.
tgui-panel is a slimmed down version of tgui, and functions as a container for various widgets, and tgchat is one of them. It of course can be expanded with more stuff.
It's also a separate entry point and a JS bundle, so it's not bloating the main tgui bundle, and is currently sitting at about 230kB.
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.
see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md
Fixed a lot of bugs with assets, removed some dead code.
Changes:
Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
Added subsystem call for when the config loads or reloads.
Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.
cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:
Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.
Requires latest tgui.
The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.
/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
* 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
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>