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Bubberstation/code/modules/tgui_input/list.dm
John Willard 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00

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/**
* Creates a TGUI input list window and returns the user's response.
*
* This proc should be used to create alerts that the caller will wait for a response from.
* Arguments:
* * user - The user to show the input box to.
* * message - The content of the input box, shown in the body of the TGUI window.
* * title - The title of the input box, shown on the top of the TGUI window.
* * items - The options that can be chosen by the user, each string is assigned a button on the UI.
* * default - If an option is already preselected on the UI. Current values, etc.
* * timeout - The timeout of the input box, after which the menu will close and qdel itself. Set to zero for no timeout.
*/
/proc/tgui_input_list(mob/user, message, title = "Select", list/items, default, timeout = 0, ui_state = GLOB.always_state)
if (!user)
user = usr
if(!length(items))
return null
if (!istype(user))
if (istype(user, /client))
var/client/client = user
user = client.mob
else
return null
if(isnull(user.client))
return null
/// Client does NOT have tgui_input on: Returns regular input
if(!user.client.prefs.read_preference(/datum/preference/toggle/tgui_input))
return input(user, message, title, default) as null|anything in items
var/datum/tgui_list_input/input = new(user, message, title, items, default, timeout, ui_state)
if(input.invalid)
qdel(input)
return
input.ui_interact(user)
input.wait()
if (input)
. = input.choice
qdel(input)
/**
* # tgui_list_input
*
* Datum used for instantiating and using a TGUI-controlled list input that prompts the user with
* a message and shows a list of selectable options
*/
/datum/tgui_list_input
/// The title of the TGUI window
var/title
/// The textual body of the TGUI window
var/message
/// The list of items (responses) provided on the TGUI window
var/list/items
/// Buttons (strings specifically) mapped to the actual value (e.g. a mob or a verb)
var/list/items_map
/// The button that the user has pressed, null if no selection has been made
var/choice
/// The default button to be selected
var/default
/// The time at which the tgui_list_input was created, for displaying timeout progress.
var/start_time
/// The lifespan of the tgui_list_input, after which the window will close and delete itself.
var/timeout
/// Boolean field describing if the tgui_list_input was closed by the user.
var/closed
/// The TGUI UI state that will be returned in ui_state(). Default: always_state
var/datum/ui_state/state
/// Whether the tgui list input is invalid or not (i.e. due to all list entries being null)
var/invalid = FALSE
/datum/tgui_list_input/New(mob/user, message, title, list/items, default, timeout, ui_state)
src.title = title
src.message = message
src.items = list()
src.items_map = list()
src.default = default
src.state = ui_state
var/list/repeat_items = list()
// Gets rid of illegal characters
var/static/regex/whitelistedWords = regex(@{"([^\u0020-\u8000]+)"})
for(var/i in items)
if(!i)
continue
var/string_key = whitelistedWords.Replace("[i]", "")
//avoids duplicated keys E.g: when areas have the same name
string_key = avoid_assoc_duplicate_keys(string_key, repeat_items)
src.items += string_key
src.items_map[string_key] = i
if(length(src.items) == 0)
invalid = TRUE
if (timeout)
src.timeout = timeout
start_time = world.time
QDEL_IN(src, timeout)
/datum/tgui_list_input/Destroy(force)
SStgui.close_uis(src)
state = null
QDEL_NULL(items)
return ..()
/**
* Waits for a user's response to the tgui_list_input's prompt before returning. Returns early if
* the window was closed by the user.
*/
/datum/tgui_list_input/proc/wait()
while (!choice && !closed)
stoplag(1)
/datum/tgui_list_input/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ListInputWindow")
ui.open()
/datum/tgui_list_input/ui_close(mob/user)
. = ..()
closed = TRUE
/datum/tgui_list_input/ui_state(mob/user)
return state
/datum/tgui_list_input/ui_static_data(mob/user)
var/list/data = list()
data["init_value"] = default || items[1]
data["items"] = items
data["large_buttons"] = user.client.prefs.read_preference(/datum/preference/toggle/tgui_input_large)
data["message"] = message
data["swapped_buttons"] = user.client.prefs.read_preference(/datum/preference/toggle/tgui_input_swapped)
data["title"] = title
return data
/datum/tgui_list_input/ui_data(mob/user)
var/list/data = list()
if(timeout)
data["timeout"] = clamp((timeout - (world.time - start_time) - 1 SECONDS) / (timeout - 1 SECONDS), 0, 1)
return data
/datum/tgui_list_input/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if (.)
return
switch(action)
if("submit")
if (!(params["entry"] in items))
return
set_choice(items_map[params["entry"]])
closed = TRUE
SStgui.close_uis(src)
return TRUE
if("cancel")
closed = TRUE
SStgui.close_uis(src)
return TRUE
/datum/tgui_list_input/proc/set_choice(choice)
src.choice = choice