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## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑
174 lines
4.9 KiB
Plaintext
174 lines
4.9 KiB
Plaintext
/obj/effect/fun_balloon
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name = "fun balloon"
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desc = "This is going to be a laugh riot."
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icon = 'icons/obj/toys/balloons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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var/popped = FALSE
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var/pop_sound_effect = 'sound/items/party_horn.ogg'
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/obj/effect/fun_balloon/Initialize(mapload)
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. = ..()
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SSobj.processing |= src
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/obj/effect/fun_balloon/Destroy()
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SSobj.processing -= src
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. = ..()
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/obj/effect/fun_balloon/process()
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if(!popped && check() && !QDELETED(src))
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popped = TRUE
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effect()
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pop()
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/obj/effect/fun_balloon/proc/check()
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return FALSE
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/obj/effect/fun_balloon/proc/effect()
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return
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/obj/effect/fun_balloon/proc/pop()
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visible_message(span_notice("[src] pops!"))
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playsound(get_turf(src), pop_sound_effect, 50, TRUE, -1)
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qdel(src)
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// ----------- Sentience Balloon
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/obj/effect/fun_balloon/sentience
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name = "sentience fun balloon"
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desc = "When this pops, things are gonna get more aware around here."
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var/group_name = "a bunch of giant spiders"
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var/effect_range = 3
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var/antag_type = null
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var/make_antag = FALSE
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/obj/effect/fun_balloon/sentience/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SentienceFunBalloon", name)
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ui.open()
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/obj/effect/fun_balloon/sentience/ui_data(mob/user)
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var/list/data = list()
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data["group_name"] = group_name
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data["range"] = effect_range
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data["antag"] = make_antag
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return data
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/obj/effect/fun_balloon/sentience/ui_state(mob/user)
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return GLOB.admin_state
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/obj/effect/fun_balloon/sentience/ui_status(mob/user, datum/ui_state/state)
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if(popped)
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return UI_CLOSE
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if(isAdminObserver(user)) // ignore proximity if we're an admin
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return UI_INTERACTIVE
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return ..()
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/obj/effect/fun_balloon/sentience/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("group_name")
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group_name = params["updated_name"]
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if("effect_range")
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effect_range = params["updated_range"]
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if("select_antag")
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var/list/paths = subtypesof(/datum/antagonist)
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antag_type = input(usr,"Select antag", "Antagonist selection") as null|anything in sort_list(paths)
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make_antag = TRUE
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if("pop")
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if(!popped)
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popped = TRUE
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effect()
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pop()
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return TRUE
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/obj/effect/fun_balloon/sentience/effect()
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var/list/bodies = list()
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for(var/mob/living/possessable in range(effect_range, get_turf(src)))
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if (!possessable.ckey && possessable.stat == CONSCIOUS) // Only assign ghosts to living, non-occupied mobs!
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bodies += possessable
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var/list/candidates = SSpolling.poll_ghosts_for_targets(
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question = "Would you like to be [span_notice(group_name)]?",
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role = ROLE_SENTIENCE,
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check_jobban = ROLE_SENTIENCE,
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poll_time = 10 SECONDS,
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checked_targets = bodies,
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ignore_category = POLL_IGNORE_SHUTTLE_DENIZENS,
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alert_pic = src,
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role_name_text = "sentience fun balloon",
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)
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while(LAZYLEN(candidates) && LAZYLEN(bodies))
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var/mob/dead/observer/C = pick_n_take(candidates)
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var/mob/living/body = pick_n_take(bodies)
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message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(body)])")
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body.ghostize(FALSE)
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body.key = C.key
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if (make_antag)
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body.mind.add_antag_datum(antag_type)
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continue
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new /obj/effect/temp_visual/gravpush(get_turf(body))
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// ----------- Emergency Shuttle Balloon
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/obj/effect/fun_balloon/sentience/emergency_shuttle
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name = "shuttle sentience fun balloon"
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var/trigger_time = 60
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/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
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. = FALSE
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if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
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. = TRUE
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// ----------- Scatter Balloon
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/obj/effect/fun_balloon/scatter
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name = "scatter fun balloon"
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desc = "When this pops, you're not going to be around here anymore."
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var/effect_range = 5
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/obj/effect/fun_balloon/scatter/effect()
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for(var/mob/living/M in range(effect_range, get_turf(src)))
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var/turf/T = find_safe_turf(zlevel = src.z)
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new /obj/effect/temp_visual/gravpush(get_turf(M))
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M.forceMove(T)
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to_chat(M, span_notice("Pop!"), confidential = TRUE)
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// ----------- Station Crash
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// Can't think of anywhere better to put it right now
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/obj/effect/station_crash
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name = "station crash"
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desc = "With no survivors!"
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icon = 'icons/obj/toys/balloons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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var/min_crash_strength = 3
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var/max_crash_strength = 15
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/obj/effect/station_crash/Initialize(mapload)
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..()
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shuttle_crash()
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return INITIALIZE_HINT_QDEL
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/obj/effect/station_crash/proc/shuttle_crash()
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var/crash_strength = rand(min_crash_strength,max_crash_strength)
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for (var/S in SSshuttle.stationary_docking_ports)
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var/obj/docking_port/stationary/SM = S
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if (SM.shuttle_id == "emergency_home")
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var/new_dir = REVERSE_DIR(SM.dir)
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SM.forceMove(get_ranged_target_turf(SM, new_dir, crash_strength))
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break
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/obj/effect/station_crash/devastating
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name = "devastating station crash"
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desc = "Absolute Destruction. Will crash the shuttle far into the station."
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min_crash_strength = 15
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max_crash_strength = 25
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