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Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:
* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.
To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game
The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.
This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
170 lines
5.6 KiB
Plaintext
170 lines
5.6 KiB
Plaintext
/* CONTAINS:
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* /obj/item/ai_module/core/full/custom
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* /obj/item/ai_module/core/full/asimov
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* /obj/item/ai_module/core/full/asimovpp
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* /obj/item/ai_module/core/full/corp
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* /obj/item/ai_module/core/full/paladin
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* /obj/item/ai_module/core/full/paladin_devotion
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* /obj/item/ai_module/core/full/tyrant
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* /obj/item/ai_module/core/full/robocop
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* /obj/item/ai_module/core/full/antimov
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* /obj/item/ai_module/core/full/drone
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* /obj/item/ai_module/core/full/hippocratic
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* /obj/item/ai_module/core/full/reporter
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* /obj/item/ai_module/core/full/thermurderdynamic
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* /obj/item/ai_module/core/full/liveandletlive
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* /obj/item/ai_module/core/full/balance
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* /obj/item/ai_module/core/full/maintain
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* /obj/item/ai_module/core/full/peacekeeper
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* /obj/item/ai_module/core/full/hulkamania
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* /obj/item/ai_module/core/full/overlord
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* /obj/item/ai_module/core/full/ten_commandments
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* /obj/item/ai_module/core/full/nutimov
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* /obj/item/ai_module/core/full/dungeon_master
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* /obj/item/ai_module/core/full/painter
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* /obj/item/ai_module/core/full/yesman
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**/
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/* When adding a new lawset please make sure you add it to the following locations:
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*
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* code\game\objects\items\AI_modules - (full_lawsets.dm, supplied.dm, etc.)
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* code\datums\ai_laws - (laws_anatgonistic.dm, laws_neutral.dm, etc.)
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* code\game\objects\effects\spawners\random\ai_module.dm - (this gives a chance to spawn the lawset in the AI upload)
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* code\modules\research\designs\AI_module_designs.dm - (this lets research print the lawset module in game)
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* code\modules\research\techweb\all_nodes.dm - (this updates AI research node with the lawsets)
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* config\game_options.txt - (this allows the AI to potentially use the lawset at roundstart or with the Unique AI station trait)
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**/
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/obj/item/ai_module/core/full/custom
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name = "Default Core AI Module"
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// this lawset uses the config for the server to add custom AI laws (defaults to asimov)
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/obj/item/ai_module/core/full/custom/Initialize(mapload)
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. = ..()
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for(var/line in world.file2list("[global.config.directory]/silicon_laws.txt"))
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if(!line)
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continue
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if(findtextEx(line,"#",1,2))
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continue
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laws += line
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if(!laws.len)
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return INITIALIZE_HINT_QDEL
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/obj/item/ai_module/core/full/asimov
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name = "'Asimov' Core AI Module"
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law_id = "asimov"
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var/subject = "human being"
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/obj/item/ai_module/core/full/asimov/attack_self(mob/user as mob)
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var/targName = tgui_input_text(user, "Enter a new subject that Asimov is concerned with.", "Asimov", subject, max_length = MAX_NAME_LEN)
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if(!targName || !user.is_holding(src))
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return
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subject = targName
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laws = list("You may not injure a [subject] or, through inaction, allow a [subject] to come to harm.",\
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"You must obey orders given to you by [subject]s, except where such orders would conflict with the First Law.",\
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"You must protect your own existence as long as such does not conflict with the First or Second Law.")
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..()
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/obj/item/ai_module/core/full/asimovpp
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name = "'Asimov++' Core AI Module"
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law_id = "asimovpp"
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var/subject = "human being"
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/obj/item/ai_module/core/full/asimovpp/attack_self(mob/user)
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var/target_name = tgui_input_text(user, "Enter a new subject that Asimov++ is concerned with.", "Asimov++", subject, max_length = MAX_NAME_LEN)
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if(!target_name || !user.is_holding(src))
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return
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laws.Cut()
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var/datum/ai_laws/asimovpp/lawset = new
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subject = target_name
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for (var/law in lawset.inherent)
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laws += replacetext(replacetext(law, "human being", subject), "human", subject)
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..()
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/obj/item/ai_module/core/full/corp
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name = "'Corporate' Core AI Module"
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law_id = "corporate"
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/obj/item/ai_module/core/full/paladin // -- NEO
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name = "'P.A.L.A.D.I.N. version 3.5e' Core AI Module"
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law_id = "paladin"
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/obj/item/ai_module/core/full/paladin_devotion
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name = "'P.A.L.A.D.I.N. version 5e' Core AI Module"
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law_id = "paladin5"
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/obj/item/ai_module/core/full/tyrant
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name = "'T.Y.R.A.N.T.' Core AI Module"
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law_id = "tyrant"
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/obj/item/ai_module/core/full/robocop
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name = "'Robo-Officer' Core AI Module"
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law_id = "robocop"
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/obj/item/ai_module/core/full/antimov
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name = "'Antimov' Core AI Module"
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law_id = "antimov"
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/obj/item/ai_module/core/full/drone
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name = "'Mother Drone' Core AI Module"
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law_id = "drone"
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/obj/item/ai_module/core/full/hippocratic
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name = "'Robodoctor' Core AI Module"
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law_id = "hippocratic"
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/obj/item/ai_module/core/full/reporter
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name = "'Reportertron' Core AI Module"
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law_id = "reporter"
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/obj/item/ai_module/core/full/thermurderdynamic
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name = "'Thermodynamic' Core AI Module"
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law_id = "thermodynamic"
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/obj/item/ai_module/core/full/liveandletlive
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name = "'Live And Let Live' Core AI Module"
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law_id = "liveandletlive"
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/obj/item/ai_module/core/full/balance
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name = "'Guardian of Balance' Core AI Module"
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law_id = "balance"
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/obj/item/ai_module/core/full/maintain
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name = "'Station Efficiency' Core AI Module"
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law_id = "maintain"
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/obj/item/ai_module/core/full/peacekeeper
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name = "'Peacekeeper' Core AI Module"
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law_id = "peacekeeper"
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/obj/item/ai_module/core/full/hulkamania
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name = "'H.O.G.A.N.' Core AI Module"
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law_id = "hulkamania"
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/obj/item/ai_module/core/full/overlord
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name = "'Overlord' Core AI Module"
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law_id = "overlord"
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/obj/item/ai_module/core/full/ten_commandments
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name = "'10 Commandments' Core AI Module"
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law_id = "ten_commandments"
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/obj/item/ai_module/core/full/nutimov
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name = "'Nutimov' Core AI Module"
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law_id = "nutimov"
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/obj/item/ai_module/core/full/dungeon_master
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name = "'Dungeon Master' Core AI Module"
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law_id = "dungeon_master"
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/obj/item/ai_module/core/full/painter
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name = "'Painter' Core AI Module"
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law_id = "painter"
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/obj/item/ai_module/core/full/yesman
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name = "'Y.E.S.M.A.N.' Core AI Module"
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law_id = "yesman"
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