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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.
/🆑
312 lines
9.9 KiB
Plaintext
312 lines
9.9 KiB
Plaintext
ADMIN_VERB(law_panel, R_ADMIN, "Law Panel", "View the AI laws.", ADMIN_CATEGORY_EVENTS)
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if(!isobserver(user) && SSticker.HasRoundStarted())
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message_admins("[key_name_admin(user)] checked AI laws via the Law Panel.")
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var/datum/law_panel/tgui = new
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tgui.ui_interact(user.mob)
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BLACKBOX_LOG_ADMIN_VERB("Law Panel")
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/datum/law_panel
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/datum/law_panel/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, "Lawpanel")
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ui.open()
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/datum/law_panel/ui_state(mob/user)
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return GLOB.admin_state
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/datum/law_panel/ui_close(mob/user)
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qdel(src)
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/datum/law_panel/proc/add_law_helper(mob/living/user, mob/living/silicon/borgo)
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var/list/lawtypes = list(LAW_ZEROTH, LAW_HACKED, LAW_ION, LAW_INHERENT, LAW_SUPPLIED) // in order of priority
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var/lawtype = tgui_input_list(user, "Select law type", "Law type", lawtypes)
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if(isnull(lawtype))
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return FALSE
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var/lawtext = tgui_input_text(user, "Input law text", "Law text") // admin verb so no max length and also any user-level input is config based already so ehhhh
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if(!lawtext)
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return FALSE
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if(QDELETED(src) || QDELETED(borgo))
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return
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switch(lawtype)
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if(LAW_ZEROTH)
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if(borgo.laws.zeroth || borgo.laws.zeroth_borg)
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var/zero_override_alert = tgui_alert(user, "This silicon already has a zeroth law, \
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this will override their existing one. Are you sure?", "Zeroth law override", list("Yes", "No"))
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if(zero_override_alert != "Yes" || QDELETED(src) || QDELETED(borgo))
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return FALSE
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borgo.laws.set_zeroth_law(lawtext)
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borgo.laws.protected_zeroth = TRUE
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if(LAW_ION)
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borgo.laws.add_ion_law(lawtext)
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if(LAW_HACKED)
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borgo.laws.add_hacked_law(lawtext)
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if(LAW_INHERENT)
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borgo.laws.add_inherent_law(lawtext)
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if(LAW_SUPPLIED)
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borgo.laws.add_supplied_law(length(borgo.laws.supplied), lawtext) // Just goes to the end of the list
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return TRUE
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/datum/law_panel/proc/move_law_helper(mob/living/user, mob/living/silicon/borgo, direction, law)
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var/list/relevant_laws = borgo.laws.inherent
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var/lawindex = relevant_laws.Find(law)
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if(!lawindex)
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to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
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return FALSE
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switch(direction)
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if("up")
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if(lawindex == length(relevant_laws)) // Already at the top? Sanity
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to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
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return FALSE
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relevant_laws.Swap(lawindex + 1, lawindex)
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if("down")
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if(lawindex == 1) // Already at the bottom? Sanity
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to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
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return FALSE
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relevant_laws.Swap(lawindex - 1, lawindex)
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else
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CRASH("Invalid direction ([direction]) passed to move_law_helper.")
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return TRUE
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/datum/law_panel/proc/edit_law_text_helper(mob/living/user, mob/living/silicon/borgo, lawtype, oldlaw)
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var/newlaw = tgui_input_text(user, "Edit this law's text.", "Edit law", oldlaw)
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if(!newlaw || QDELETED(src) || QDELETED(borgo))
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return FALSE
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var/list/relevant_laws
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switch(lawtype)
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if(LAW_INHERENT)
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relevant_laws = borgo.laws.inherent
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if(LAW_SUPPLIED)
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relevant_laws = borgo.laws.supplied
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if(LAW_HACKED)
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relevant_laws = borgo.laws.hacked
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if(LAW_ION)
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relevant_laws = borgo.laws.ion
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if(LAW_ZEROTH)
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borgo.set_zeroth_law(newlaw, announce = FALSE)
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borgo.laws.protected_zeroth = TRUE
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return TRUE
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else
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return FALSE
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var/lawindex = relevant_laws.Find(oldlaw)
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if(!lawindex)
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to_chat(user, span_danger("Something went wrong, we couldn't edit that law."))
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return FALSE
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relevant_laws[lawindex] = newlaw
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return TRUE
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/datum/law_panel/proc/edit_law_priority_helper(mob/living/user, mob/living/silicon/borgo, law)
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var/old_prio = borgo.laws.supplied.Find(law)
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if(!old_prio)
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to_chat(user, span_danger("Something went wrong, we couldn't edit that law."))
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return FALSE
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var/new_prio = tgui_input_number(user, "Enter a new priority.", "Edit priority", old_prio, 50, 0)
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if(!new_prio || QDELETED(src) || QDELETED(borgo))
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return FALSE
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// Sanity
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if(old_prio != borgo.laws.supplied.Find(law))
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to_chat(user, span_danger("[borgo]'s laws may have changed since you have edited priority, please re-try."))
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return FALSE
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// If it's far beyond any existing values, just re-add it normally
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if(new_prio > length(borgo.laws.supplied))
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borgo.laws.remove_supplied_law_by_num(old_prio)
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borgo.laws.add_supplied_law(new_prio, law)
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return TRUE
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// Handle collisions
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var/existing_law = borgo.laws.supplied[new_prio]
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if(existing_law)
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var/list/options = list("Swap", "Move up", "Move down", "Replace", "Cancel")
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if(new_prio == 1)
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// Nowhere to go from here
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options -= "Move down"
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var/swap_or_remove = tgui_alert(user, "There's already a law at that priority level. What should be done to it?", "Existing law", options)
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if(swap_or_remove == "Cancel" || !swap_or_remove || QDELETED(src) || QDELETED(borgo))
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return FALSE
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// Sanity
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if(law != borgo.laws.supplied[old_prio] || existing_law != borgo.laws.supplied[new_prio])
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to_chat(user, span_danger("[borgo]'s laws have changed since you have edited priority, please re-try."))
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return FALSE
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if(swap_or_remove == "Swap")
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borgo.laws.supplied.Swap(old_prio, new_prio)
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return TRUE
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if(swap_or_remove == "Replace")
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borgo.laws.remove_supplied_law_by_num(new_prio, law)
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borgo.laws.add_supplied_law(new_prio, law)
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return TRUE
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var/new_prio_for_old_law = new_prio + (swap_or_remove == "Move up" ? 1 : -1)
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borgo.laws.remove_supplied_law_by_num(old_prio)
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borgo.laws.remove_supplied_law_by_num(new_prio)
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borgo.laws.add_supplied_law(new_prio, law)
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borgo.laws.add_supplied_law(new_prio_for_old_law, existing_law)
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return TRUE
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// Sanity
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if(old_prio != borgo.laws.supplied.Find(law))
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to_chat(user, span_danger("[borgo]'s may laws have changed since you have edited priority, please re-try."))
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return FALSE
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// At this point the slot is free, insert it as normal
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borgo.laws.remove_supplied_law_by_num(old_prio)
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borgo.laws.add_supplied_law(new_prio, law)
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return TRUE
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/datum/law_panel/proc/remove_law_helper(mob/living/user, mob/living/silicon/borgo, lawtype, law)
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switch(lawtype)
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if(LAW_INHERENT)
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borgo.laws.remove_inherent_law(law)
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if(LAW_SUPPLIED)
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borgo.laws.remove_supplied_law_by_law(law)
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if(LAW_HACKED)
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borgo.laws.remove_hacked_law(law)
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if(LAW_ION)
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borgo.laws.remove_ion_law(law)
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if(LAW_ZEROTH)
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borgo.laws.clear_zeroth_law(force = TRUE)
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borgo.laws.protected_zeroth = FALSE
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else
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return FALSE
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return TRUE
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/datum/law_panel/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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if(!check_rights(R_ADMIN))
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qdel(src)
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return FALSE
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var/mob/living/silicon/borgo
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if(params["ref"])
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borgo = locate(params["ref"]) in GLOB.silicon_mobs
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if(QDELETED(borgo))
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to_chat(usr, span_danger("That cyborg is invalid."))
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return TRUE
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switch(action)
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if("lawchange_logs")
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ui.user?.client?.holder?.list_law_changes()
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return FALSE
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if("force_state_laws")
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borgo.statelaws()
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return FALSE
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if("announce_law_changes")
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borgo.show_laws()
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return FALSE
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if("laws_updated_alert")
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borgo.post_lawchange()
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return FALSE
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if("give_law_datum")
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borgo.make_laws()
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return TRUE
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if("add_law")
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. = add_law_helper(usr, borgo)
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if("remove_law")
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. = remove_law_helper(usr, borgo, params["lawtype"], params["law"])
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if("move_law")
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. = move_law_helper(usr, borgo, params["direction"], params["law"])
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if("edit_law_text")
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. = edit_law_text_helper(usr, borgo, params["lawtype"], params["law"])
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if("edit_law_prio")
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. = edit_law_priority_helper(usr, borgo, params["law"])
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if(. && !QDELETED(borgo))
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// One of our functions successfully changed a law
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// If it was an AI with connected borgs, we should sync
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borgo.try_sync_laws()
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/datum/law_panel/ui_data(mob/user)
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// Iterating over all silicons in existence every UI update is not exactly ideal,
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// but considering this is an admin only UI, I'm considering it okay purely for better UX.
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// If someone's copying this for player user or this becomes too laggy,
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// change this to static data and just add a refresh button.
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// You'll have to update static data every time the user changes a law though.
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var/list/data = list()
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var/list/all_silicons = list()
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for(var/mob/living/silicon/borgo as anything in GLOB.silicon_mobs)
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var/list/borg_information = list()
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if(iscyborg(borgo))
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var/mob/living/silicon/robot/cyborg = borgo
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if(cyborg.shell)
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continue
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borg_information["master_ai"] = cyborg.connected_ai?.real_name
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borg_information["borg_synced"] = cyborg.lawupdate
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borg_information["borg_type"] = "Cyborg"
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else if(isAI(borgo))
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borg_information["borg_type"] = "AI"
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else if(ispAI(borgo))
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borg_information["borg_type"] = "PAI"
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else
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borg_information["borg_type"] = "Unknown"
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borg_information["borg_name"] = borgo.real_name
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borg_information["ref"] = REF(borgo)
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var/datum/ai_laws/lawset = borgo.laws
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if(isnull(lawset))
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// Whoopsie something wrong wrong this isn't supposed to happen
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borg_information["laws"] = null
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else
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var/list/borg_laws = list()
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// zeroth law on top
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if(lawset.zeroth || lawset.zeroth_borg)
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UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_ZEROTH, "law" = lawset.zeroth || lawset.zeroth_borg, "num" = 0))
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// then goes ion / hacked
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for(var/law in lawset.hacked)
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UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_HACKED, "law" = law, "num" = -1))
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for(var/law in lawset.ion)
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UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_ION, "law" = law, "num" = -1))
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// normie laws
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var/lawnum = 1
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for(var/law in lawset.inherent)
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UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_INHERENT, "law" = law, "num" = lawnum))
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lawnum += 1
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for(var/law in lawset.supplied)
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if(law) // Supplied is full of a bunch of empties
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UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_SUPPLIED, "law" = law, "num" = lawnum))
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lawnum += 1
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borg_information["laws"] = borg_laws
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UNTYPED_LIST_ADD(all_silicons, borg_information)
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data["all_silicons"] = all_silicons
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return data
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