Files
Bubberstation/code/modules/admin/verbs/admingame.dm
MrMelbert 4c277dc572 Dynamic Rework (#91290)
## About The Pull Request

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible. 

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace. 
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit. 

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)


![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

## Why It's Good For The Game

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

## Changelog

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
2025-06-25 17:36:10 -07:00

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ADMIN_VERB(cmd_player_panel, R_ADMIN, "Player Panel", "See all players and their Player Panel.", ADMIN_CATEGORY_GAME)
user.holder.player_panel_new()
ADMIN_VERB_ONLY_CONTEXT_MENU(show_player_panel, R_ADMIN, "Show Player Panel", mob/player in world)
log_admin("[key_name(user)] checked the individual player panel for [key_name(player)][isobserver(user.mob)?"":" while in game"].")
if(!player)
to_chat(user, span_warning("You seem to be selecting a mob that doesn't exist anymore."), confidential = TRUE)
return
var/body = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Options for [player.key]</title></head>"
body += "<body>Options panel for <b>[player]</b>"
if(player.client)
body += " played by <b>[player.client]</b> "
body += "\[<A href='byond://?_src_=holder;[HrefToken()];editrights=[(GLOB.admin_datums[player.client.ckey] || GLOB.deadmins[player.client.ckey]) ? "rank" : "add"];key=[player.key]'>[player.client.holder ? player.client.holder.rank_names() : "Player"]</A>\]"
if(CONFIG_GET(flag/use_exp_tracking))
body += "\[<A href='byond://?_src_=holder;[HrefToken()];getplaytimewindow=[REF(player)]'>" + player.client.get_exp_living(FALSE) + "</a>\]"
if(isnewplayer(player))
body += " <B>Hasn't Entered Game</B> "
else
body += " \[<A href='byond://?_src_=holder;[HrefToken()];revive=[REF(player)]'>Heal</A>\] "
if(player.ckey)
body += "<br>\[<A href='byond://?_src_=holder;[HrefToken()];ppbyckey=[player.ckey];ppbyckeyorigmob=[REF(player)]'>Find Updated Panel</A>\]"
if(player.client)
body += "<br>\[<b>First Seen:</b> [player.client.player_join_date]\]"
body += "<br>\[<b>Byond account registered on:</b> [player.client.account_join_date]\]"
body += "<br><br><b>CentCom Galactic Ban DB: </b> "
if(CONFIG_GET(string/centcom_ban_db))
body += "<a href='byond://?_src_=holder;[HrefToken()];centcomlookup=[player.client.ckey]'>Search</a>"
else
body += "<i>Disabled</i>"
body += "<br><br><b>Show related accounts by:</b> "
body += "\[ <a href='byond://?_src_=holder;[HrefToken()];showrelatedacc=cid;client=[REF(player.client)]'>CID</a> | "
body += "<a href='byond://?_src_=holder;[HrefToken()];showrelatedacc=ip;client=[REF(player.client)]'>IP</a> \]"
var/full_version = "Unknown"
if(player.client.byond_version)
full_version = "[player.client.byond_version].[player.client.byond_build ? player.client.byond_build : "xxx"]"
body += "<br>\[<b>Byond version:</b> [full_version]\]<br>"
body += "<br><br>\[ "
body += "<a href='byond://?_src_=vars;[HrefToken()];Vars=[REF(player)]'>VV</a> - "
if(player.mind)
body += "<a href='byond://?_src_=holder;[HrefToken()];traitor=[REF(player)]'>TP</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];skill=[REF(player)]'>SKILLS</a> - "
else
body += "<a href='byond://?_src_=holder;[HrefToken()];initmind=[REF(player)]'>Init Mind</a> - "
if (iscyborg(player))
body += "<a href='byond://?_src_=holder;[HrefToken()];borgpanel=[REF(player)]'>BP</a> - "
body += "<a href='byond://?priv_msg=[player.ckey]'>PM</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];subtlemessage=[REF(player)]'>SM</a> - "
if (ishuman(player) && player.mind)
body += "<a href='byond://?_src_=holder;[HrefToken()];HeadsetMessage=[REF(player)]'>HM</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(player)]'>FLW</a> - "
//Default to client logs if available
var/source = LOGSRC_MOB
if(player.ckey)
source = LOGSRC_CKEY
body += "<a href='byond://?_src_=holder;[HrefToken()];individuallog=[REF(player)];log_src=[source]'>LOGS</a>\] <br>"
body += "<b>Mob type</b> = [player.type]<br><br>"
if(HAS_CONNECTED_PLAYER(player))
body += "<b>Old names:</b> "
if(player.persistent_client)
body += player.persistent_client.get_played_names()
else
body += "<i>None?!</i>"
body += "<br><br>"
body += "<A href='byond://?_src_=holder;[HrefToken()];boot2=[REF(player)]'>Kick</A> | "
if(player.client)
body += "<A href='byond://?_src_=holder;[HrefToken()];newbankey=[player.key];newbanip=[player.client.address];newbancid=[player.client.computer_id]'>Ban</A> | "
else
body += "<A href='byond://?_src_=holder;[HrefToken()];newbankey=[player.key]'>Ban</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];showmessageckey=[player.ckey]'>Notes | Messages | Watchlist</A> | "
if(player.client)
body += "| <A href='byond://?_src_=holder;[HrefToken()];sendtoprison=[REF(player)]'>Prison</A> | "
body += "\ <A href='byond://?_src_=holder;[HrefToken()];sendbacktolobby=[REF(player)]'>Send back to Lobby</A> | "
var/muted = player.client.prefs.muted
body += "<br><b>Mute: </b> "
body += "\[<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_IC]'><font color='[(muted & MUTE_IC)?"red":"blue"]'>IC</font></a> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_OOC]'><font color='[(muted & MUTE_OOC)?"red":"blue"]'>OOC</font></a> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_PRAY]'><font color='[(muted & MUTE_PRAY)?"red":"blue"]'>PRAY</font></a> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_ADMINHELP]'><font color='[(muted & MUTE_ADMINHELP)?"red":"blue"]'>ADMINHELP</font></a> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_INTERNET_REQUEST]'><font color='[(muted & MUTE_INTERNET_REQUEST)?"red":"blue"]'>WEBREQ</font></a> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_DEADCHAT]'><font color='[(muted & MUTE_DEADCHAT)?"red":"blue"]'>DEADCHAT</font></a>\]"
body += "(<A href='byond://?_src_=holder;[HrefToken()];mute=[player.ckey];mute_type=[MUTE_ALL]'><font color='[(muted & MUTE_ALL)?"red":"blue"]'>toggle all</font></a>)"
body += "<br><br>"
body += "<A href='byond://?_src_=holder;[HrefToken()];jumpto=[REF(player)]'><b>Jump to</b></A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];getmob=[REF(player)]'>Get</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];sendmob=[REF(player)]'>Send To</A>"
body += "<br><br>"
body += "<A href='byond://?_src_=holder;[HrefToken()];traitor=[REF(player)]'>Traitor panel</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];narrateto=[REF(player)]'>Narrate to</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];subtlemessage=[REF(player)]'>Subtle message</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];playsoundto=[REF(player)]'>Play sound to</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];languagemenu=[REF(player)]'>Language Menu</A>"
if(player.client)
if(!isnewplayer(player))
body += "<br><br>"
body += "<b>Transformation:</b><br>"
if(isobserver(player))
body += "<b>Ghost</b> | "
else
body += "<A href='byond://?_src_=holder;[HrefToken()];simplemake=observer;mob=[REF(player)]'>Make Ghost</A> | "
if(ishuman(player) && !ismonkey(player))
body += "<b>Human</b> | "
else
body += "<A href='byond://?_src_=holder;[HrefToken()];simplemake=human;mob=[REF(player)]'>Make Human</A> | "
if(ismonkey(player))
body += "<b>Monkey</b> | "
else
body += "<A href='byond://?_src_=holder;[HrefToken()];simplemake=monkey;mob=[REF(player)]'>Make Monkey</A> | "
if(iscyborg(player))
body += "<b>Cyborg</b> | "
else
body += "<A href='byond://?_src_=holder;[HrefToken()];simplemake=robot;mob=[REF(player)]'>Make Cyborg</A> | "
if(isAI(player))
body += "<b>AI</b>"
else
body += "<A href='byond://?_src_=holder;[HrefToken()];makeai=[REF(player)]'>Make AI</A>"
body += "<br><br>"
body += "<b>Other actions:</b>"
body += "<br>"
if(!isnewplayer(player))
body += "<A href='byond://?_src_=holder;[HrefToken()];forcespeech=[REF(player)]'>Forcesay</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];applyquirks=[REF(player)]'>Apply Client Quirks</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];tdome1=[REF(player)]'>Thunderdome 1</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];tdome2=[REF(player)]'>Thunderdome 2</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];tdomeadmin=[REF(player)]'>Thunderdome Admin</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];tdomeobserve=[REF(player)]'>Thunderdome Observer</A> | "
body += "<A href='byond://?_src_=holder;[HrefToken()];admincommend=[REF(player)]'>Commend Behavior</A> | "
body += "<br>"
body += "</body></html>"
user << browse(body, "window=adminplayeropts-[REF(player)];size=550x540")
BLACKBOX_LOG_ADMIN_VERB("Player Panel")
/client/proc/cmd_admin_godmode(mob/mob in GLOB.mob_list)
set category = "Admin.Game"
set name = "Godmode"
if(!check_rights(R_ADMIN))
return
var/had_trait = HAS_TRAIT_FROM(mob, TRAIT_GODMODE, ADMIN_TRAIT)
if(had_trait)
REMOVE_TRAIT(mob, TRAIT_GODMODE, ADMIN_TRAIT)
else
ADD_TRAIT(mob, TRAIT_GODMODE, ADMIN_TRAIT)
to_chat(usr, span_adminnotice("Toggled [had_trait ? "OFF" : "ON"]"), confidential = TRUE)
log_admin("[key_name(usr)] has toggled [key_name(mob)]'s nodamage to [had_trait ? "Off" : "On"]")
var/msg = "[key_name_admin(usr)] has toggled [ADMIN_LOOKUPFLW(mob)]'s nodamage to [had_trait ? "Off" : "On"]"
message_admins(msg)
admin_ticket_log(mob, msg)
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Godmode", "[had_trait ? "Disabled" : "Enabled"]")) // If you are copy-pasting this, ensure the 4th parameter is unique to the new proc!
/*
If a guy was gibbed and you want to revive him, this is a good way to do so.
Works kind of like entering the game with a new character. Character receives a new mind if they didn't have one.
Traitors and the like can also be revived with the previous role mostly intact.
/N */
ADMIN_VERB(respawn_character, R_ADMIN, "Respawn Character", "Respawn a player that has been round removed in some manner. They must be a ghost.", ADMIN_CATEGORY_GAME)
var/input = ckey(input(user, "Please specify which key will be respawned.", "Key", ""))
if(!input)
return
var/mob/dead/observer/G_found
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.ckey == input)
G_found = G
break
if(!G_found)//If a ghost was not found.
to_chat(user, "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>", confidential = TRUE)
return
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
//check if they were a monkey
if(findtext(G_found.real_name,"monkey"))
if(tgui_alert(user,"This character appears to have been a monkey. Would you like to respawn them as such?",,list("Yes","No")) == "Yes")
var/mob/living/carbon/human/species/monkey/new_monkey = new
SSjob.send_to_late_join(new_monkey)
G_found.mind.transfer_to(new_monkey) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_monkey.PossessByPlayer(G_found.key)
to_chat(new_monkey, "You have been fully respawned. Enjoy the game.", confidential = TRUE)
var/msg = span_adminnotice("[key_name_admin(user)] has respawned [new_monkey.key] as a filthy monkey.")
message_admins(msg)
admin_ticket_log(new_monkey, msg)
return //all done. The ghost is auto-deleted
//Ok, it's not a monkey. So, spawn a human.
var/mob/living/carbon/human/new_character = new//The mob being spawned.
SSjob.send_to_late_join(new_character)
var/datum/record/locked/record_found //Referenced to later to either randomize or not randomize the character.
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
record_found = find_record(G_found.name, locked_only = TRUE)
if(record_found)//If they have a record we can determine a few things.
new_character.real_name = record_found.name
new_character.gender = LOWER_TEXT(record_found.gender)
new_character.age = record_found.age
var/datum/dna/found_dna = record_found.locked_dna
new_character.hardset_dna(found_dna.unique_identity, found_dna.mutation_index, null, record_found.name, record_found.blood_type, new record_found.species_type, found_dna.features)
else
new_character.randomize_human_appearance()
new_character.dna.update_dna_identity()
new_character.name = new_character.real_name
if(G_found.mind && !G_found.mind.active)
G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use
else
new_character.mind_initialize()
if(is_unassigned_job(new_character.mind.assigned_role))
new_character.mind.set_assigned_role(SSjob.get_job_type(SSjob.overflow_role))
new_character.PossessByPlayer(G_found.key)
/*
The code below functions with the assumption that the mob is already a traitor if they have a special role.
So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
If they don't have a mind, they obviously don't have a special role.
*/
//Two variables to properly announce later on.
var/admin = key_name_admin(user)
var/player_key = G_found.key
//Now for special roles and equipment.
var/datum/antagonist/traitor/traitordatum = new_character.mind.has_antag_datum(/datum/antagonist/traitor)
if(traitordatum)
SSjob.equip_rank(new_character, new_character.mind.assigned_role, new_character.client)
new_character.mind.give_uplink(silent = TRUE, antag_datum = traitordatum)
var/skip_job_respawn = FALSE
for(var/datum/antagonist/antag as anything in new_character.mind.antag_datums)
skip_job_respawn ||= antag.on_respawn(new_character)
if(skip_job_respawn)
break
if(!skip_job_respawn)
new_character.mind.assigned_role.on_respawn(new_character)
//Announces the character on all the systems, based on the record.
if(!record_found && (new_character.mind.assigned_role.job_flags & JOB_CREW_MEMBER))
//Power to the user!
if(tgui_alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,list("No","Yes")) == "Yes")
GLOB.manifest.inject(new_character)
if(tgui_alert(new_character,"Would you like an active AI to announce this character?",,list("No","Yes")) == "Yes")
announce_arrival(new_character, new_character.mind.assigned_role.title)
var/msg = span_adminnotice("[admin] has respawned [player_key] as [new_character.real_name].")
message_admins(msg)
admin_ticket_log(new_character, msg)
to_chat(new_character, "You have been fully respawned. Enjoy the game.", confidential = TRUE)
BLACKBOX_LOG_ADMIN_VERB("Respawn Character")
return new_character
ADMIN_VERB(manage_job_slots, R_ADMIN, "Manage Job Slots", "Manage the number of available job slots.", ADMIN_CATEGORY_GAME)
user.holder.manage_free_slots()
BLACKBOX_LOG_ADMIN_VERB("Manage Job Slots")
/datum/admins/proc/manage_free_slots()
if(!check_rights())
return
var/datum/browser/browser = new(usr, "jobmanagement", "Manage Free Slots", 520)
var/list/dat = list()
var/count = 0
if(!SSjob.initialized)
tgui_alert(usr, "You cannot manage jobs before the job subsystem is initialized!")
return
if(SSlag_switch.measures[DISABLE_NON_OBSJOBS])
dat += "<div class='notice red' style='font-size: 125%'>Lag Switch \"Disable non-observer late joining\" is ON. Only Observers may join!</div>"
dat += "<table>"
for(var/datum/job/job as anything in SSjob.joinable_occupations)
count++
var/J_title = html_encode(job.title)
var/J_opPos = html_encode(job.total_positions - (job.total_positions - job.current_positions))
var/J_totPos = html_encode(job.total_positions)
dat += "<tr><td>[J_title]:</td> <td>[J_opPos]/[job.total_positions < 0 ? " (unlimited)" : J_totPos]"
dat += "</td>"
dat += "<td>"
if(job.total_positions >= 0)
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];customjobslot=[job.title]'>Custom</A> | "
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];addjobslot=[job.title]'>Add 1</A> | "
if(job.total_positions > job.current_positions)
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];removejobslot=[job.title]'>Remove</A> | "
else
dat += "Remove | "
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];unlimitjobslot=[job.title]'>Unlimit</A></td>"
else
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];limitjobslot=[job.title]'>Limit</A></td>"
browser.height = min(100 + count * 20, 650)
browser.set_content(dat.Join())
browser.open()
ADMIN_VERB(toggle_view_range, R_ADMIN, "Change View Range", "Switch between 1x and custom views.", ADMIN_CATEGORY_GAME)
if(user.view_size.getView() == user.view_size.default)
user.view_size.setTo(input(user, "Select view range:", "FUCK YE", 7) in list(1,2,3,4,5,6,7,8,9,10,11,12,13,14,37) - 7)
else
user.view_size.resetToDefault()
log_admin("[key_name(user)] changed their view range to [user.view].")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Change View Range", "[user.view]")) // If you are copy-pasting this, ensure the 4th parameter is unique to the new proc!
ADMIN_VERB(combo_hud, R_ADMIN, "Toggle Combo HUD", "Toggles the Admin Combo HUD.", ADMIN_CATEGORY_GAME)
if(user.combo_hud_enabled)
user.disable_combo_hud()
else
user.enable_combo_hud()
to_chat(user, "You toggled your admin combo HUD [user.combo_hud_enabled ? "ON" : "OFF"].", confidential = TRUE)
message_admins("[key_name_admin(user)] toggled their admin combo HUD [user.combo_hud_enabled ? "ON" : "OFF"].")
log_admin("[key_name(user)] toggled their admin combo HUD [user.combo_hud_enabled ? "ON" : "OFF"].")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Combo HUD", "[user.combo_hud_enabled ? "Enabled" : "Disabled"]")) // If you are copy-pasting this, ensure the 4th parameter is unique to the new proc!
/client/proc/enable_combo_hud()
if (combo_hud_enabled)
return
combo_hud_enabled = TRUE
for (var/hudtype in list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC, DATA_HUD_BOT_PATH))
var/datum/atom_hud/atom_hud = GLOB.huds[hudtype]
atom_hud.show_to(mob)
for (var/datum/atom_hud/alternate_appearance/basic/antagonist_hud/antag_hud in GLOB.active_alternate_appearances)
antag_hud.show_to(mob)
mob.lighting_cutoff = mob.default_lighting_cutoff()
mob.update_sight()
/client/proc/disable_combo_hud()
if (!combo_hud_enabled)
return
combo_hud_enabled = FALSE
for (var/hudtype in list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC, DATA_HUD_BOT_PATH))
var/datum/atom_hud/atom_hud = GLOB.huds[hudtype]
atom_hud.hide_from(mob)
for (var/datum/atom_hud/alternate_appearance/basic/antagonist_hud/antag_hud in GLOB.active_alternate_appearances)
antag_hud.hide_from(mob)
mob.lighting_cutoff = mob.default_lighting_cutoff()
mob.update_sight()
ADMIN_VERB(show_traitor_panel, R_ADMIN, "Show Traitor Panel", "Edit mobs's memory and role", ADMIN_CATEGORY_GAME, mob/target_mob)
var/datum/mind/target_mind = target_mob.mind
if(!target_mind)
to_chat(user, "This mob has no mind!", confidential = TRUE)
return
if(!istype(target_mob) && !istype(target_mind))
to_chat(user, "This can only be used on instances of type /mob and /mind", confidential = TRUE)
return
target_mind.traitor_panel()
BLACKBOX_LOG_ADMIN_VERB("Traitor Panel")
ADMIN_VERB(show_skill_panel, R_ADMIN, "Show Skill Panel", "Edit mobs's experience and skill levels", ADMIN_CATEGORY_GAME, mob/target_mob)
var/datum/mind/target_mind
if(istype(target_mob, /datum/mind))
target_mind = target_mob
else
target_mind = target_mob.mind
var/datum/skill_panel/SP = new(user, target_mind)
SP.ui_interact(user.mob)
ADMIN_VERB(lag_switch_panel, R_ADMIN, "Show Lag Switches", "Display the controls for drastic lag mitigation.", ADMIN_CATEGORY_GAME)
if(!SSlag_switch.initialized)
to_chat(user, span_notice("The Lag Switch subsystem has not yet been initialized."))
return
var/list/dat = list("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Lag Switches</title></head><body><h2><B>Lag (Reduction) Switches</B></h2>")
dat += "Automatic Trigger: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch_option=TOGGLE_AUTO'><b>[SSlag_switch.auto_switch ? "On" : "Off"]</b></a><br/>"
dat += "Population Threshold: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch_option=NUM'><b>[SSlag_switch.trigger_pop]</b></a><br/>"
dat += "Slowmode Cooldown (toggle On/Off below): <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch_option=SLOWCOOL'><b>[SSlag_switch.slowmode_cooldown/10] seconds</b></a><br/>"
dat += "<br/><b>SET ALL MEASURES: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=ALL_ON'>ON</a> | <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=ALL_OFF'>OFF</a></b><br/>"
dat += "<br/>Disable ghosts zoom and t-ray verbs (except staff): <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_GHOST_ZOOM_TRAY]'><b>[SSlag_switch.measures[DISABLE_GHOST_ZOOM_TRAY] ? "On" : "Off"]</b></a><br/>"
dat += "Disable late joining: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_NON_OBSJOBS]'><b>[SSlag_switch.measures[DISABLE_NON_OBSJOBS] ? "On" : "Off"]</b></a><br/>"
dat += "<br/>============! MAD GHOSTS ZONE !============<br/>"
dat += "Disable deadmob keyLoop (except staff, informs dchat): <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_DEAD_KEYLOOP]'><b>[SSlag_switch.measures[DISABLE_DEAD_KEYLOOP] ? "On" : "Off"]</b></a><br/>"
dat += "==========================================<br/>"
dat += "<br/><b>Measures below can be bypassed with a <abbr title='TRAIT_BYPASS_MEASURES'><u>special trait</u></abbr></b><br/>"
dat += "Slowmode say verb (informs world): <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[SLOWMODE_SAY]'><b>[SSlag_switch.measures[SLOWMODE_SAY] ? "On" : "Off"]</b></a><br/>"
dat += "Disable runechat: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_RUNECHAT]'><b>[SSlag_switch.measures[DISABLE_RUNECHAT] ? "On" : "Off"]</b></a> - <span style='font-size:80%'>trait applies to speaker</span><br/>"
dat += "Disable examine icons: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_USR_ICON2HTML]'><b>[SSlag_switch.measures[DISABLE_USR_ICON2HTML] ? "On" : "Off"]</b></a> - <span style='font-size:80%'>trait applies to examiner</span><br/>"
dat += "Disable parallax: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_PARALLAX]'><b>[SSlag_switch.measures[DISABLE_PARALLAX] ? "On" : "Off"]</b></a> - <span style='font-size:80%'>trait applies to character</span><br />"
dat += "Disable footsteps: <a href='byond://?_src_=holder;[HrefToken()];change_lag_switch=[DISABLE_FOOTSTEPS]'><b>[SSlag_switch.measures[DISABLE_FOOTSTEPS] ? "On" : "Off"]</b></a> - <span style='font-size:80%'>trait applies to character</span><br />"
dat += "</body></html>"
user << browse(dat.Join(), "window=lag_switch_panel;size=420x480")