Commit Graph

552 Commits

Author SHA1 Message Date
LemonInTheDark
59285861dd Refactors admin PMs to be hopefully more resilient (#68344)
* Begins refactoring admin pms, with a focus on runtime safety and ease of understanding

There's more I want to do here, mostly with spans and cleaning up sone
logic flow to be easier to understand

The primary thrust of it is making explicit any assumptions we make about values
This is important because this is sensitive code, and runtimes are not acceptable, since they both leak information and could lead to dropped ahelps, which is almost worse.

I'm also splitting the proc up into subsections, in an attempt to make it easier to reason about and work with
As a side effect of this, some operations need to be done more then once to avoid potential debugger escalation.

Related to this, I'm also no longer directly passing around client references through the procs. I instead pass the result of a pretty basic proc into each, to avoid issues with sleeping and such.

Oh, and I fixed a bug that made it impossible to reply to remote ahelp
responses. I hate this place.

* Converts all uses of the linkify span to a macro. One of these doesn't have a closing span, not sure if that's a bug or a feature

* Cleans up more logic embedded inside data, since this is critical code

Changes the backup for replying to someone who logs out, instead of
using the first person to send something to the ticket as our backup, we
use the recipient's ckey.

* some cleanup

* Converts a few more things over to the pattern

Reorganizes and deocuments sends_adminpm_message to be less hard to
track/read

* Cleans up a hanging proc that needed filtering

* Does a passthrough over tgs, makes stealthmin keys actually unique

* cleanup, screed at the top of the file

* cleanup, comments, etc

* Thanks trash, I can in fact not spell

* ok yeah I really can't spell

* updated comment to explain how code works

* messsage -> message spellcheck

* Nullchecking prevention

if for whatever reason someone in the future adds code that lummox says can sneakily allow for Logout() to execute between this and the last time client was checked, this could potentially runtime without nullchecking

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-08-01 20:58:15 -07:00
tattle
934728ac40 Add delay round end to the server tab (#68455)
* Add delay round end to the server tab

* Remove some copypaste

* Moved permissions checking

* remove hideable verbs

Co-authored-by: tattle <article.disaster@gmail.com>
2022-07-22 22:38:44 -04:00
Whoneedspacee
b92823ee46 Mob Ability Sequences Again Again (I swear this time) (#68382)
Adds the option for cooldown action sequences which has a list of sequence actions, the owner of the sequence doesn't have direct control over any of the actions in the sequence but is still considered the owner of the sequence actions, the main ability simply handles calling whatever those sub actions should do.

Adds melee cooldown times to cooldown actions.

Cooldown actions now use bitflags so an ability can share its cooldown to multiple other types of abilities

Cooldown times are now handled by the base activate proc, cleaning up copy paste of StartCooldown()

Reworks the admin verb for adding cooldown abilities to where it has significantly more customization (and tells you to mark the mob you want to modify instead of just doing nothing) and also allows for creation of the new sequences, allowing entirely new and unseen abilities to be formed out of existing ones. Also adds a verb for removal of mob abilities.
2022-07-19 18:08:05 -05:00
Y0SH1M4S73R
4e6e1f090e [Ready for Review] Admin lua scripting (#65635)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-19 15:45:23 -07:00
Thunder12345
d5449a5228 Revert "Fixes admin.fun list" (#68369)
Revert "Fixes admin.fun list (#68336)"

This reverts commit c17acd07e6.
2022-07-12 15:31:27 -07:00
Jeremiah
c17acd07e6 Fixes admin.fun list (#68336)
About The Pull Request

Many of the items in the list of admin fun were not actually categorized as Admin.Fun (and thus not appearing), and some admin fun procs were not even listed.
Why It's Good For The Game

Basically, more admin fun procs are available that were already in code but not listed
Changelog

cl
admin: Fixed many "admin.fun" listings that were incorrect or missing.
/cl
2022-07-12 22:46:00 +12:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
AnturK
fddb6ea124 Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/
2022-06-16 22:36:10 +01:00
Mothblocks
e9d0498432 Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle (#66855)
* Puzzgrids
2022-05-21 10:31:55 +02:00
magatsuchi
bea9387458 refactors statpanel to use tgui API (#66971)
refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-05-16 07:12:05 +03:00
LemonInTheDark
0504c0a2b4 Improper forced qdel cleanup, some expanded del all verbs (#66595)
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE

This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.

This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up

* Changes all needless uses of COMSIG_PARENT_PREQDELETED

It exists for things that want to block the qdel. If that's not you,
don't use it

* Adds force and hard del verbs, for chip and break glass cases
respectively

The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked

* Damn you nova

Adds proper parent returns instead of . = ..()

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-05-06 17:52:45 -07:00
Mothblocks
0204332c8d Granular admin perms (#66368)
* Granular admin perms

* Implement temporary user specific permissions menu

* Restore config

* Fix TESTING
2022-05-03 21:59:22 -07:00
LemonInTheDark
12a90800c5 Adds tooltips to /tg/c keywords. Adds support for chat embedded tgui components (#65383)
* Refactors tcg code a bit. Adds support for "keywords"

Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}

I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki

* New keywords, applies the old ones to the second card set

* Adds support for embedding react components in tgui chat

This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.

Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.

Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.

I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.

* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen

* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool

* Adds italitcs to the tooltips, moves the span stuff to a macro

* tGUI -> tgui, thank fikou

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Style suggestions

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes unneeded key from the components list

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes needless span

* Actually adds the tooltip, oops

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-15 11:36:31 +02:00
LemonInTheDark
745426eff2 Adds a colorblind accessability testing tool (#65217)
* Adds a colorblind accessability testing tool

I keep finding myself worrying about if things I create will be parsable
for colorblind people. So I've made a debug tool for approximating
different extreme forms of colorblindness.

It's very very much a hack. We can't do the proper correction required
to actually deal directly with long medium and short wavelengths of
light, so we need to rely on approximations. Part of that means say,
bright things being brighter then they ought to be. S not how people
actually experience things, but it's not something we can do anything
about in byond.

Anyway uh, it works by taking color matrixes, and using the plane master
grouping system floyd added to apply them to most all parts of the game
you would want to color correct.

There's some slight fragility here, but I couldn't think of a better way
of handling it.

We also need to deal with planes that have BLEND_MULTIPLY as their
blendmode, since that fucks up the filter. I've come up with a hack for
it, since I wanted to avoid breaking anything.

Oh and since I want it to apply to huds too I added plane masters to
represent them. I think that's about it.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-03-10 16:45:50 -08:00
Mothblocks
ffd057aa49 Going stealth mode now drops your orbiters, and blocks people from orbiting you. (#64968)
* Stealthmin buffs in favor of orbiters

* The project I'm doing is cool as hell but it's not in this PR

* No toggle orbitability
2022-02-28 00:00:26 -05:00
MrMelbert
a6fca05560 Fixes heretic target assignment, also adds a debug verb to help debug objectives and similar (#64909)
Closes #64897

This PR adds a new debug button to spawn in a bunch of human dummies, assign them to one of each station job, and add them to the manifest to simulate a "full crew" on a live server.

This PR also fixes heretic target assignment. shuffle_inplace() doesn't return the list it shuffled, so the loops never functioned, and all targets were randomly picked instead of picked with the logic.
2022-02-20 09:23:18 +00:00
Mothblocks
54ecdcc05b Always disable combo HUD on disassociate (#64662)
* Always disable combo HUD on disassociate

* Useless old comments
2022-02-04 19:36:29 +13:00
Ryll Ryll
dd667931b1 stealthed admins no longer count on the orbiting menu (#63940)
Currently, you can tell if someone is being orbited by a stealthed admin by checking the orbit menu and seeing if there's an extra orbiter compared to what you see visually orbiting them. This makes it so stealthmins don't contribute to the orbiter count to avoid that.
2022-01-12 18:58:45 +13:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: gbfree <guillaumebfree@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-11 15:47:10 -08:00
Whoneedspacee
155bd7d9ab Mob Abilities (#63520)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-31 15:56:26 -08:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
Ryll Ryll
45eb682ee6 Adds Datum Tagging for admins (#62982) 2021-12-21 14:00:46 -08:00
Azarak
680ca7d3b9 Field of View and Blindness improvements [bounty + upstream push] (#63312)
About The Pull Request

I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.

The fov cone shadow density can be adjusted

Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.

This PR was brought to you by Skyrat paying me aswell as rotational mathematics


Why It's Good For The Game

Oranges approves so it's good.
Changelog

cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
2021-12-14 15:52:52 +13:00
Jeremiah
1052bc19ed TGUI input box conversions 1 (#63313) 2021-12-11 14:21:35 -08:00
AnturK
39308f9dc6 Paintings improvements. (#63170)
About The Pull Request

    Paintings can now do stroke painting.
    Added painting management panel for admins.
    Paintings now display author's character name, year of painting, medium and patron when hung on wall.
    You can become new patron by paying more than the previous one.
    Added painter's palettes to library vendor. (Sprites by @Mickyan )

Backend changes:

    Images are now stored in /data/paintings/images/*.png instead of /data/paintings/[category]/*.png
    Old categories are now just tags

Screens & Video
Changelog

cl
add: You can now become patron of your favorite painting by buying sponsorship from Nanotrasen Trust Foundation.
add: Painter's palettes are now available at library vendor.
qol: Can use strokes in paintings now
/cl
2021-12-10 08:46:37 +13:00
Mothblocks
061f47d0ee Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718)
About The Pull Request

This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4

Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.

Fixes #59767

TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog

cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
2021-11-12 10:53:45 +13:00
Mothblocks
6b3103e612 Add the known alts panel, which prevents suspicious login logs for whitelisted ckeys (#62520)
* Known alts panel

* Add notice before opening panel

* DB_MINOR_VERSION

* Better ban panel default

* Revert dbconfig

* Add TTL

* Add qdels
2021-11-08 20:43:52 +11:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Fikou
43a2b90b31 renames enable debug verbs to enable mapping verbs (#61725)
its such a stupid fucking name, the verbs are all mapping related, they are all in the mapping tab, nobody knows about them because its called debug verbs for some reason instead of mapping verbs
2021-09-28 19:56:17 +01:00
Mothblocks
e3c909cf6e Add admin panel for station traits (#61546)
Admins can now revert (most) station traits before a round starts, as well as setup the station traits that will run next round.

Previously, admins had no control over this system, making it sometimes painful for running planned events.

It is not feasible to update the station traits of the current round, considering some apply pre-roundstart, but it is doable to edit the station traits of the next round.
2021-09-22 22:23:04 +01:00
Timberpoes
d14b6cc849 Radically improves explosion logging. (#61419)
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.

Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
2021-09-18 18:13:16 +01:00
Mothblocks
5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
LemonInTheDark
1f5e76a39f [s] Audits object say() uses to make handling text more safe (#61147)
Made all say()s deal with encoding, audited all uses of say() to prevent double encoding or like, manually inserting span(). 
I left some stuff without sanitize that only draws from the code, since it's hell to clean up otherwise. That
and I let admins do whatever the fuck they want
2021-09-02 08:36:36 +01:00
Y0SH1M4S73R
d00c721638 Refactors and improves SDQL spells (#60972)
SDQL spells have been improved in several ways:

- The behavior of executing SDQL spell queries using datums has been migrated to a component
- Projectile SDQL spells can now fire any subtype of /obj/projectile
- Touch SDQL spells can use any subtype of /obj/item/melee/touch_attack
- More robust parse error detection
- Parse errors while loading a file from json are displayed in a modal window, with the option to load whatever parts of the spell were correctly parsed (be forewarned, scrollable sections are scuffed, and the ones that appear in the parse error modal can only be scrolled through by drag-selecting the text within them)
- Fixes a bug with the names of variables within lists
- Compartmentalizes SDQL spell code into several .dm files.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-08-30 00:03:01 +03:00
Bobbahbrown
8549cc0bed Add Requests Manager to View All Prayers, Centcom/Syndicate Requests & Nuke Code Requests in Round (#60905)
Implements the Requests Manager, a new admin tool used to view all prayers, Centcom/Syndicate requests, and nuke code requests within the span of a round.

The verb can be found under Admin.Game, or alternatively just use the verb directly Requests Manager. The requests can be filtered by type (using the type filter button), or using a text search which searches both the message text as well as the request owner's name.
2021-08-26 02:30:07 +01:00
Wayland-Smithy
7176107628 Fixes an unclear invisimin toggle message for when it would be redundant (#60794)
Adds a check for observers to invisimin verb code.
Less admins thinking it's broken when it just tells them they are disabling it over and over as an observer.
2021-08-11 22:55:11 -03:00
Mothblocks
dc6d079899 Add admin panel for viewing circuits (#60504)
* Add admin panel for viewing circuits

* Resizable, make wider

* Better info, button to open panel

* Add saving/duplicating
2021-08-04 19:08:08 +02:00
Watermelon914
96f1c2abae Adds the bare minimum admin components and allows admins to define list literals. (#60240)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
2021-08-02 01:50:06 -07:00
Watermelon914
548f924c21 Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. (#60222)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-07-28 14:26:50 -07:00
LemonInTheDark
8b579a822b mob/dead/new_player harddel fix (#60072) 2021-07-08 17:07:31 -07:00
Wayland-Smithy
0d1ef29662 Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.

Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game

Better performance during extreme pop, I hope.
Changelog

cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
2021-07-08 11:02:52 +12:00
Watermelon914
d42bf33df6 Minimum compiler version update (#59771)
Updates the minimum compiler version to 514.1556
Additionally implements `as anything` in parts that requested it with a warning
2021-06-23 12:51:41 -04:00
Watermelon914
f7117797d4 Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.

This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game

May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.

maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works


cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
2021-06-22 09:33:42 +12:00
Watermelon914
375a20e49b 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)
2021-06-14 13:03:53 -07:00
LemonInTheDark
825143825c Deep sendmaps profiling (#59581)
* Adds in support for basic send maps profiling, I'd still like to get something that tracks with the round a bit
better, but we can worry about that later

* Adds a debug verb that displays the sendmaps profiling page, as basic as it is

* Define respect

* Patches over an error where profiles would persist through rounds, somehow. Adds the maptick stuff to performance logging, so we can look at how things change over a short period of time
2021-06-10 23:09:34 +02:00
Mothblocks
3e1e7f7f92 2FA for Admins (#59467)
Adds a 2FA system for admins. When a config is enabled, a database storing your last CID and IP will be checked to see if you have connected through there before. If not, you will not be able to admin until you are verified. Verification is done by opening a website (decided by config), which is tasked with updating the database entry, which will then let you reverify.

MSO wants to implement this as a forum page, but the DM-side is completely agnostic to whatever the implementation is, just that it updates the database. This means that it could potentially be some TOTP stuff, even.

If the database is down, a backup file is checked for your most recent verified connection (IP + CID). If you are on this connection, you will be able to connect fine. If the database is down and you are on a new connection, someone with +PERMISSIONS can manually verify you through the Permissions Panel.

We've had repeated attacks of admins getting their accounts stolen, it's time.
2021-06-09 17:07:36 -07:00
AnturK
f989da1fc1 Moves explorer adventures to the database. (#59089)
* Moves explorer adventures to the database.

* Fixes default images not showing up in playtest.

* Review changes.

* Please

* SPACING

* Makes this a bit atomic.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-05-24 16:56:14 -04:00
Kyle Spier-Swenson
7fe5e1294e Re-add the debug controller verb (#59027) 2021-05-23 19:10:10 -07:00