Files
Bubberstation/code/modules/admin/verbs/light_debug.dm
Arturlang 0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00

418 lines
14 KiB
Plaintext

/proc/debug_light_sources()
GLOB.light_debug_enabled = TRUE
var/list/sum = list()
var/total = 0
for(var/datum/light_source/source)
if(!source.source_atom)
continue
source.source_atom.debug_lights()
sum[source.source_atom.type] += 1
total += 1
sortTim(sum, associative = TRUE)
var/text = ""
for(var/type in sum)
text += "[type] = [sum[type]]\n"
text += "total iterated: [total]"
for(var/client/lad in GLOB.admins)
var/datum/action/spawn_light/let_there_be = new (lad.mob.mind || lad.mob)
let_there_be.Grant(lad.mob)
// I am sorry
SSdcs.RegisterSignal(SSdcs, COMSIG_GLOB_CLIENT_CONNECT, TYPE_PROC_REF(/datum/controller/subsystem/processing/dcs, on_client_connect))
message_admins(text)
/datum/controller/subsystem/processing/dcs/proc/on_client_connect(datum/source, client/new_lad)
SIGNAL_HANDLER
var/datum/action/spawn_light/let_there_be = new (new_lad.mob.mind || new_lad.mob)
let_there_be.Grant(new_lad.mob)
/proc/undebug_light_sources()
GLOB.light_debug_enabled = FALSE
for(var/datum/weakref/button_ref as anything in GLOB.light_debugged_atoms)
var/atom/button = button_ref.resolve()
if(!button)
GLOB.light_debugged_atoms -= button_ref
continue
button.undebug_lights()
SEND_GLOBAL_SIGNAL(COMSIG_LIGHT_DEBUG_DISABLED)
SSdcs.UnregisterSignal(SSdcs, COMSIG_GLOB_CLIENT_CONNECT)
GLOBAL_LIST_EMPTY(light_debugged_atoms)
/// Sets up this light source to be debugged, setting up in world buttons to control and move it
/// Also freezes it, so it can't change in future
/atom/proc/debug_lights()
if(isturf(src) || HAS_TRAIT(src, TRAIT_LIGHTING_DEBUGGED))
return
ADD_TRAIT(src, TRAIT_LIGHTING_DEBUGGED, LIGHT_DEBUG_TRAIT)
GLOB.light_debugged_atoms += WEAKREF(src)
add_filter("debug_light", 0, outline_filter(2, COLOR_CENTCOM_BLUE))
var/static/uid = 0
if(!render_target)
render_target = "light_debug_[uid]"
uid++
var/atom/movable/render_step/color/above_light = new(null, src, "#ffffff23")
SET_PLANE_EXPLICIT(above_light, ABOVE_LIGHTING_PLANE, src)
add_overlay(above_light)
QDEL_NULL(above_light)
// Freeze our light would you please
light_flags |= LIGHT_FROZEN
new /atom/movable/screen/light_button/toggle(src)
new /atom/movable/screen/light_button/edit(src)
new /atom/movable/screen/light_button/move(src)
/// Disables light debugging, so you can let a scene fall to what it visually should be, or just fix admin fuckups
/atom/proc/undebug_lights()
// I don't really want to undebug a light if it's off rn
// Loses control if we turn it back on again
if(isturf(src) || !HAS_TRAIT(src, TRAIT_LIGHTING_DEBUGGED) || !light)
return
REMOVE_TRAIT(src, TRAIT_LIGHTING_DEBUGGED, LIGHT_DEBUG_TRAIT)
GLOB.light_debugged_atoms -= WEAKREF(src)
remove_filter("debug_light")
// Removes the glow overlay via stupid, sorry
var/atom/movable/render_step/color/above_light = new(null, src, "#ffffff23")
SET_PLANE_EXPLICIT(above_light, ABOVE_LIGHTING_PLANE, src)
cut_overlay(above_light)
QDEL_NULL(above_light)
var/atom/movable/lie_to_areas = src
// Freeze our light would you please
light_flags &= ~LIGHT_FROZEN
for(var/atom/movable/screen/light_button/button in lie_to_areas.vis_contents)
qdel(button)
/atom/movable/screen/light_button
icon = 'icons/testing/lighting_debug.dmi'
plane = BALLOON_CHAT_PLANE // We hijack runechat because we can get multiz niceness without making a new PM
layer = ABOVE_ALL_MOB_LAYER
alpha = 100
var/datum/weakref/last_hovored_ref
/atom/movable/screen/light_button/Initialize(mapload)
. = ..()
attach_to(loc)
/atom/movable/screen/light_button/proc/attach_to(atom/new_owner)
if(loc)
UnregisterSignal(loc, COMSIG_QDELETING)
var/atom/movable/mislead_areas = loc
mislead_areas.vis_contents -= src
forceMove(new_owner)
layer = loc.layer
RegisterSignal(loc, COMSIG_QDELETING, PROC_REF(delete_self))
var/atom/movable/lie_to_areas = loc
lie_to_areas.vis_contents += src
/atom/movable/screen/light_button/proc/delete_self(datum/source)
SIGNAL_HANDLER
qdel(src)
// Entered and Exited won't fire while you're dragging something, because you're still "holding" it
// Very much byond logic, but I want nice for my highlighting, so we fake it with drag
// Copypasta from action buttons
/atom/movable/screen/light_button/MouseDrag(atom/over_object, src_location, over_location, src_control, over_control, params)
. = ..()
if(IS_WEAKREF_OF(over_object, last_hovored_ref))
return
var/atom/old_object
if(last_hovored_ref)
old_object = last_hovored_ref?.resolve()
else // If there's no current ref, we assume it was us. We also treat this as our "first go" location
old_object = src
if(old_object)
old_object.MouseExited(over_location, over_control, params)
last_hovored_ref = WEAKREF(over_object)
over_object.MouseEntered(over_location, over_control, params)
/atom/movable/screen/light_button/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
last_hovored_ref = null
/atom/movable/screen/light_button/MouseEntered(location, control, params)
. = ..()
animate(src, alpha = 255, time = 2)
/atom/movable/screen/light_button/MouseExited(location, control, params)
. = ..()
animate(src, alpha = initial(alpha), time = 2)
/atom/movable/screen/light_button/toggle
name = "Toggle Light"
desc = "Click to turn the light on/off"
icon_state = "light_enable"
/atom/movable/screen/light_button/toggle/attach_to(atom/new_owner)
if(loc)
UnregisterSignal(loc, COMSIG_ATOM_UPDATE_LIGHT_ON)
. = ..()
RegisterSignal(loc, COMSIG_ATOM_UPDATE_LIGHT_ON, PROC_REF(on_changed))
update_appearance()
/atom/movable/screen/light_button/toggle/Click(location, control, params)
. = ..()
if(!check_rights_for(usr.client, R_DEBUG))
return
var/atom/movable/parent = loc
parent.light_flags &= ~LIGHT_FROZEN
loc.set_light(l_on = !loc.light_on)
parent.light_flags |= LIGHT_FROZEN
/atom/movable/screen/light_button/toggle/proc/on_changed()
SIGNAL_HANDLER
update_appearance()
/atom/movable/screen/light_button/toggle/update_icon_state()
. = ..()
if(loc.light_on)
icon_state = "light_enable"
else
icon_state = "light_disable"
/atom/movable/screen/light_button/edit
name = "Edit Light"
desc = "Click to open an editing menu for the light"
icon_state = "light_focus"
/atom/movable/screen/light_button/edit/attach_to(atom/new_owner)
. = ..()
SStgui.try_update_ui(usr, src, null)
/atom/movable/screen/light_button/edit/Click(location, control, params)
. = ..()
ui_interact(usr)
/atom/movable/screen/light_button/edit/ui_state(mob/user)
return ADMIN_STATE(R_DEBUG)
/atom/movable/screen/light_button/edit/can_interact()
return TRUE
/atom/movable/screen/light_button/edit/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "LightController")
ui.open()
/atom/movable/screen/light_button/edit/ui_assets(mob/user)
return list(get_asset_datum(/datum/asset/spritesheet_batched/lights))
/atom/movable/screen/light_button/edit/ui_data()
var/list/data = list()
var/atom/parent = loc
var/list/light_info = list()
light_info["name"] = full_capitalize(parent.name)
light_info["on"] = parent.light_on
light_info["power"] = parent.light_power
light_info["range"] = parent.light_range
light_info["color"] = parent.light_color
light_info["angle"] = parent.light_angle
data["light_info"] = light_info
data["on"] = parent.light_on
data["direction"] = parent.dir
return data
/atom/movable/screen/light_button/edit/ui_static_data(mob/user)
. = ..()
var/list/data = list()
data["templates"] = list()
data["category_ids"] = list()
for(var/id in GLOB.light_types)
var/datum/light_template/template = GLOB.light_types[id]
var/list/insert = list()
var/list/light_info = list()
light_info["name"] = template.name
light_info["power"] = template.power
light_info["range"] = template.range
light_info["color"] = template.color
light_info["angle"] = template.angle
insert["light_info"] = light_info
insert["description"] = template.desc
insert["id"] = template.id
insert["category"] = template.category
if(!data["category_ids"][template.category])
data["category_ids"][template.category] = list()
data["category_ids"][template.category] += id
data["templates"][template.id] = insert
var/datum/light_template/first_template = GLOB.light_types[GLOB.light_types[1]]
data["default_id"] = first_template.id
data["default_category"] = first_template.category
return data
/atom/movable/screen/light_button/edit/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
var/atom/parent = loc
parent.light_flags &= ~LIGHT_FROZEN
switch(action)
if("set_on")
parent.set_light(l_on = params["value"])
if("change_color")
var/chosen_color = input(ui.user, "Pick new color", "[parent]", parent.light_color) as color|null
if(chosen_color)
parent.set_light(l_color = chosen_color)
if("set_power")
parent.set_light(l_power = params["value"])
if("set_range")
parent.set_light(l_range = params["value"])
if("set_angle")
// We use dir instead of light dir because anything directional should have its lightdir tied
// And this way we can update the sprite too
parent.set_light(l_angle = params["value"])
if("set_dir")
parent.setDir(params["value"])
if("mirror_template")
var/datum/light_template/template = GLOB.light_types[params["id"]]
var/atom/new_light = template.create(parent.loc, parent.dir)
var/atom/movable/lies_to_children = parent
for(var/atom/movable/screen/light_button/button in lies_to_children.vis_contents)
button.attach_to(new_light)
qdel(parent)
if("isolate")
isolate_light(parent)
parent.light_flags |= LIGHT_FROZEN
return TRUE
/// Hides all the lights around a source temporarially, for the sake of figuring out how bad a light bleeds
/// (Except for turf lights, because they're a part of the "scene" and rarely modified)
/proc/isolate_light(atom/source, delay = 7 SECONDS)
var/list/datum/lighting_corner/interesting_corners = source.light?.effect_str
var/list/atom/sources = list()
for(var/datum/lighting_corner/corner as anything in interesting_corners)
for(var/datum/light_source/target_spotted as anything in corner.affecting)
if(isturf(target_spotted.source_atom))
continue
sources[target_spotted.source_atom] = TRUE
sources -= source // Please don't disable yourself
if(!length(sources))
return
// Now that we have all the lights (and a bit more), let's get rid of em
for(var/atom/light_source as anything in sources)
light_source.light_flags &= ~LIGHT_FROZEN
light_source.set_light(l_on = FALSE)
light_source.light_flags |= LIGHT_FROZEN
// Now we sleep until the lighting system has processed them
var/current_tick = SSlighting.times_fired
UNTIL(SSlighting.times_fired > current_tick || QDELETED(source) || !source.light)
if(QDELETED(source) || !source.light)
repopulate_lights(sources)
return
// And finally, wait the allotted time, and reawake em
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(repopulate_lights), sources), delay)
/proc/repopulate_lights(list/atom/sources)
for(var/atom/light_source as anything in sources)
light_source.light_flags &= ~LIGHT_FROZEN
light_source.set_light(l_on = TRUE)
light_source.light_flags |= LIGHT_FROZEN
/atom/movable/screen/light_button/move
name = "Move Light"
desc = "Drag to move the light around"
icon_state = "light_move"
mouse_drag_pointer = 'icons/effects/mouse_pointers/light_drag.dmi'
/atom/movable/screen/light_button/move/mouse_drop_dragged(atom/over_object)
if(!ismovable(loc))
return
var/atom/movable/movable_owner = loc
movable_owner.forceMove(get_turf(over_object))
/datum/action/spawn_light
name = "Spawn Light"
desc = "Create a light from a template"
button_icon = 'icons/mob/actions/actions_construction.dmi'
button_icon_state = "light_spawn"
/datum/action/spawn_light/New(Target)
. = ..()
RegisterSignal(SSdcs, COMSIG_LIGHT_DEBUG_DISABLED, PROC_REF(debug_disabled))
/datum/action/spawn_light/proc/debug_disabled()
SIGNAL_HANDLER
qdel(src)
/datum/action/spawn_light/Grant(mob/grant_to)
. = ..()
RegisterSignal(grant_to.client, COMSIG_CLIENT_MOB_LOGIN, PROC_REF(move_action), override = TRUE)
/datum/action/spawn_light/proc/move_action(client/source, mob/new_mob)
SIGNAL_HANDLER
Grant(new_mob)
/datum/action/spawn_light/Trigger(mob/clicker, trigger_flags)
. = ..()
ui_interact(usr)
/datum/action/spawn_light/ui_state(mob/user)
return ADMIN_STATE(R_DEBUG)
/datum/action/spawn_light/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "LightSpawn")
ui.open()
/datum/action/spawn_light/ui_assets(mob/user)
return list(get_asset_datum(/datum/asset/spritesheet_batched/lights))
/datum/action/spawn_light/ui_data()
var/list/data = list()
return data
/datum/action/spawn_light/ui_static_data(mob/user)
. = ..()
var/list/data = list()
data["templates"] = list()
data["category_ids"] = list()
for(var/id in GLOB.light_types)
var/datum/light_template/template = GLOB.light_types[id]
var/list/insert = list()
var/list/light_info = list()
light_info["name"] = template.name
light_info["power"] = template.power
light_info["range"] = template.range
light_info["color"] = template.color
light_info["angle"] = template.angle
insert["light_info"] = light_info
insert["description"] = template.desc
insert["id"] = template.id
insert["category"] = template.category
if(!data["category_ids"][template.category])
data["category_ids"][template.category] = list()
data["category_ids"][template.category] += id
data["templates"][template.id] = insert
var/datum/light_template/first_template = GLOB.light_types[GLOB.light_types[1]]
data["default_id"] = first_template.id
data["default_category"] = first_template.category
return data
/datum/action/spawn_light/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("spawn_template")
var/datum/light_template/template = GLOB.light_types[params["id"]]
template.create(get_turf(owner), params["dir"])
return TRUE