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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.
/🆑
242 lines
6.0 KiB
Plaintext
242 lines
6.0 KiB
Plaintext
/obj/item/toy/eightball
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name = "magic eightball"
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desc = "A black ball with a stenciled number eight in white on the side. It seems full of dark liquid.\nThe instructions state that you should ask your question aloud, and then shake."
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icon = 'icons/obj/toys/toy.dmi'
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icon_state = "eightball"
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w_class = WEIGHT_CLASS_TINY
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verb_say = "rattles"
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var/shaking = FALSE
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var/on_cooldown = FALSE
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var/shake_time = 5 SECONDS
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var/cooldown_time = 10 SECONDS
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var/static/list/possible_answers = list(
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"It is certain",
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"It is decidedly so",
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"Without a doubt",
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"Yes definitely",
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"You may rely on it",
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"As I see it, yes",
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"Most likely",
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"Outlook good",
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"Yes",
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"Signs point to yes",
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"Reply hazy try again",
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"Ask again later",
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"Better not tell you now",
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"Cannot predict now",
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"Concentrate and ask again",
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"Don't count on it",
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"My reply is no",
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"My sources say no",
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"Outlook not so good",
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"Very doubtful")
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/obj/item/toy/eightball/Initialize(mapload)
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. = ..()
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if(MakeHaunted())
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return INITIALIZE_HINT_QDEL
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/obj/item/toy/eightball/proc/MakeHaunted()
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if(prob(1))
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new /obj/item/toy/eightball/haunted(loc)
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return TRUE
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return FALSE
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/obj/item/toy/eightball/attack_self(mob/user)
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if(..())
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return
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. = TRUE
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if(shaking)
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return
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if(on_cooldown)
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to_chat(user, span_warning("[src] was shaken recently, it needs time to settle."))
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return
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user.visible_message(span_notice("[user] starts shaking [src]."), span_notice("You start shaking [src]."), span_hear("You hear shaking and sloshing."))
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shaking = TRUE
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if (!start_shaking(user))
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return
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if(do_after(user, shake_time))
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say(get_answer())
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on_cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, on_cooldown, FALSE), cooldown_time)
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shaking = FALSE
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/obj/item/toy/eightball/proc/start_shaking(mob/user)
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return TRUE
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/obj/item/toy/eightball/proc/get_answer()
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return pick(possible_answers)
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// A broken magic eightball, it only says "YOU SUCK" over and over again.
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/obj/item/toy/eightball/broken
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name = "broken magic eightball"
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desc = "A black ball with a stenciled number eight in white on the side. It is cracked and seems empty."
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var/fixed_answer
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/obj/item/toy/eightball/broken/Initialize(mapload)
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. = ..()
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fixed_answer = pick(possible_answers)
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/obj/item/toy/eightball/broken/get_answer()
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return fixed_answer
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// Haunted eightball is identical in description and function to toy,
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// except it actually ASKS THE DEAD (wooooo)
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/obj/item/toy/eightball/haunted
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shake_time = 30 SECONDS
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cooldown_time = 3 MINUTES
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var/selected_message = "Nothing!"
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//these kind of store the same thing but one is easier to work with.
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var/list/votes = list()
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var/list/voted = list()
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var/static/list/haunted_answers = list(
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"yes" = list(
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"It is certain",
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"It is decidedly so",
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"Without a doubt",
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"Yes definitely",
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"You may rely on it",
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"As I see it, yes",
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"Most likely",
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"Outlook good",
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"Yes",
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"Signs point to yes"
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),
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"maybe" = list(
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"Reply hazy try again",
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"Ask again later",
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"Better not tell you now",
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"Cannot predict now",
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"Concentrate and ask again"
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),
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"no" = list(
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"Don't count on it",
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"My reply is no",
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"My sources say no",
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"Outlook not so good",
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"Very doubtful"
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)
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)
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/obj/item/toy/eightball/haunted/Initialize(mapload)
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. = ..()
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for (var/answer in haunted_answers)
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votes[answer] = 0
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SSpoints_of_interest.make_point_of_interest(src)
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/obj/item/toy/eightball/haunted/MakeHaunted()
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return FALSE
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/item/toy/eightball/haunted/attack_ghost(mob/user)
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if(!shaking)
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to_chat(user, span_warning("[src] is not currently being shaken."))
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return
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interact(user)
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return ..()
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/obj/item/toy/eightball/haunted/start_shaking(mob/user)
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// notify ghosts that someone's shaking a haunted eightball
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// and inform them of the message, (hopefully a yes/no question)
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selected_message = tgui_input_text(user, "What is your question?", "Eightball", max_length = MAX_MESSAGE_LEN) || initial(selected_message)
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if (!(src in user.held_items))
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return FALSE
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notify_ghosts(
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"[user] is shaking [src], hoping to get an answer to \"[selected_message]\"",
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source = src,
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header = "Magic eightball",
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click_interact = TRUE,
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)
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return TRUE
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/obj/item/toy/eightball/haunted/get_answer()
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var/top_amount = 0
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var/top_vote
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for(var/vote in votes)
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var/amount_of_votes = votes[vote]
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if(amount_of_votes > top_amount)
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top_vote = vote
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top_amount = amount_of_votes
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//If one option actually has votes and there's a tie, pick between them 50/50
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else if(top_amount && amount_of_votes == top_amount && prob(50))
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top_vote = vote
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top_amount = amount_of_votes
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if(isnull(top_vote))
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top_vote = pick(votes)
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for(var/vote in votes)
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votes[vote] = 0
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voted.Cut()
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var/list/top_options = haunted_answers[top_vote]
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return pick(top_options)
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// Only ghosts can interact because only ghosts can open the ui
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/obj/item/toy/eightball/haunted/can_interact(mob/living/user)
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return isobserver(user)
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/obj/item/toy/eightball/haunted/ui_state(mob/user)
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return GLOB.observer_state
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/obj/item/toy/eightball/haunted/ui_interact(mob/user, datum/tgui/ui)
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if(!isobserver(user))
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return
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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, "EightBallVote", name)
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ui.open()
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/obj/item/toy/eightball/haunted/ui_data(mob/user)
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var/list/data = list()
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data["shaking"] = shaking
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data["question"] = selected_message
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data["answers"] = list()
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for(var/vote in haunted_answers)
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var/list/answer_data = list()
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answer_data["answer"] = vote
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answer_data["amount"] = votes[vote]
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answer_data["selected"] = voted[user.ckey]
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data["answers"] += list(answer_data)
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return data
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/obj/item/toy/eightball/haunted/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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var/mob/user = usr
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switch(action)
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if("vote")
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var/selected_answer = params["answer"]
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if(!(selected_answer in haunted_answers))
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return
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var/oldvote = voted[user.ckey]
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if(oldvote)
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// detract their old vote
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votes[oldvote] -= 1
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votes[selected_answer] += 1
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voted[user.ckey] = selected_answer
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return TRUE
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