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Bubberstation/code/game/machinery/computer/robot.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

205 lines
7.3 KiB
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/obj/machinery/computer/robotics
name = "robotics control console"
desc = "Used to remotely lockdown linked Cyborgs and Drones."
icon_screen = "robot"
icon_keyboard = "rd_key"
req_access = list(ACCESS_ROBOTICS)
circuit = /obj/item/circuitboard/computer/robotics
light_color = LIGHT_COLOR_PINK
var/mob/living/silicon/robot/locked_down_borg = null
active_power_usage = 10000 //no idea how much is it
/obj/machinery/computer/robotics/proc/can_control(mob/user, mob/living/silicon/robot/R)
. = FALSE
if(!istype(R))
return
if(isAI(user))
if(R.connected_ai != user)
return
if(iscyborg(user))
if(R != user)
return
if(R.scrambledcodes)
return
return TRUE
/obj/machinery/computer/robotics/ui_interact(mob/user, datum/tgui/ui)
. = ..()
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RoboticsControlConsole", name)
ui.open()
/obj/machinery/computer/robotics/ui_data(mob/user)
var/list/data = list()
data["can_hack"] = FALSE
if(issilicon(user))
var/mob/living/silicon/S = user
if(S.hack_software)
data["can_hack"] = TRUE
else if(isAdminGhostAI(user))
data["can_hack"] = TRUE
data["can_detonate"] = FALSE
if(isAI(user))
var/mob/living/silicon/ai/ai = user
data["can_detonate"] = !isnull(ai.malf_picker)
var/turf/current_turf = get_turf(src)
data["cyborgs"] = list()
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
if(!can_control(user, R))
continue
if(!is_valid_z_level(current_turf, get_turf(R)))
continue
var/list/cyborg_data = list(
name = R.name,
locked_down = R.lockcharge,
status = R.stat,
charge = R.cell ? round(R.cell.percent()) : null,
module = R.model ? "[R.model.name] Model" : "No Model Detected",
synchronization = R.connected_ai,
emagged = R.emagged,
ref = REF(R)
)
data["cyborgs"] += list(cyborg_data)
data["drones"] = list()
for(var/mob/living/basic/drone/drone in GLOB.drones_list)
if(drone.hacked)
continue
if(!is_valid_z_level(current_turf, get_turf(drone)))
continue
var/list/drone_data = list(
name = drone.name,
status = drone.stat,
ref = REF(drone)
)
data["drones"] += list(drone_data)
return data
/obj/machinery/computer/robotics/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("stopbot")
if(allowed(usr))
var/mob/living/silicon/robot/R = locate(params["ref"]) in GLOB.silicon_mobs
if(can_control(usr, R) && !..())
if(isAI(usr))
if(R.lockcharge)
if(R.ai_lockdown)
R.ai_lockdown = FALSE
lock_unlock_borg(R)
else
to_chat(usr, span_danger("Cyborg locked by an user with superior permissions."))
else
R.ai_lockdown = TRUE
lock_unlock_borg(R)
else
if(isnull(locked_down_borg) && !R.lockcharge) //If there is no borg locked down by the console yet
lock_unlock_borg(R, src.loc.loc.name)
R.ai_lockdown = FALSE //Just in case I'm stupid
locked_down_borg = R
RegisterSignal(R, COMSIG_QDELETING, PROC_REF(borg_destroyed))
else if(locked_down_borg == R) //If the borg locked down by the console is the same as the one we're trying to unlock
lock_unlock_borg(R)
else if(R.lockcharge&&R.ai_lockdown)
R.ai_lockdown = FALSE
lock_unlock_borg(R)
else if(R.lockcharge&&locked_down_borg!=R)
to_chat(usr, span_danger("The cyborg was locked by a different console."))
else
to_chat(usr, span_danger("You can lock down only one cyborg at a time."))
else
to_chat(usr, span_danger("Access Denied."))
if(!isnull(locked_down_borg))
use_power = ACTIVE_POWER_USE
else
use_power = IDLE_POWER_USE
if("killbot") //Malf AIs, and AIs with a combat upgrade, can detonate their cyborgs remotely.
if(!isAI(usr))
return
var/mob/living/silicon/ai/ai = usr
if(!ai.malf_picker)
return
var/mob/living/silicon/robot/target = locate(params["ref"]) in GLOB.silicon_mobs
if(!istype(target))
return
if(target.connected_ai != ai)
return
target.self_destruct(usr)
if("magbot")
var/mob/living/silicon/S = usr
if((istype(S) && S.hack_software) || isAdminGhostAI(usr))
var/mob/living/silicon/robot/R = locate(params["ref"]) in GLOB.silicon_mobs
if(istype(R) && !R.emagged && (R.connected_ai == usr || isAdminGhostAI(usr)) && !R.scrambledcodes && can_control(usr, R))
log_silicon("[key_name(usr)] emagged [key_name(R)] using robotic console!")
message_admins("[ADMIN_LOOKUPFLW(usr)] emagged cyborg [key_name_admin(R)] using robotic console!")
R.SetEmagged(TRUE)
R.logevent("WARN: root privleges granted to PID [num2hex(rand(1,65535), -1)][num2hex(rand(1,65535), -1)].") //random eight digit hex value. Two are used because rand(1,4294967295) throws an error
if("killdrone")
if(allowed(usr))
var/mob/living/basic/drone/drone = locate(params["ref"]) in GLOB.mob_list
if(drone.hacked)
to_chat(usr, span_danger("ERROR: [drone] is not responding to external commands."))
else
var/turf/T = get_turf(drone)
message_admins("[ADMIN_LOOKUPFLW(usr)] detonated [key_name_admin(drone)] at [ADMIN_VERBOSEJMP(T)]!")
log_silicon("[key_name(usr)] detonated [key_name(drone)]!")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, TRUE, drone)
s.start()
drone.visible_message(span_danger("\the [drone] self-destructs!"))
drone.investigate_log("has been gibbed by a robotics console.", INVESTIGATE_DEATHS)
drone.gib()
// I feel like this should be changed, but I have no idea in what way exactly, so I just extracted it to make the code less of a mess
/obj/machinery/computer/robotics/proc/lock_unlock_borg(mob/living/silicon/robot/R, console_location = null)
if(R.lockcharge && locked_down_borg == R)
UnregisterSignal(locked_down_borg, COMSIG_QDELETING)
locked_down_borg = null
message_admins(span_notice("[ADMIN_LOOKUPFLW(usr)] [!R.lockcharge ? "locked down" : "released"] [ADMIN_LOOKUPFLW(R)]!"))
log_silicon("[key_name(usr)] [!R.lockcharge ? "locked down" : "released"] [key_name(R)]!")
log_combat(usr, R, "[!R.lockcharge ? "locked down" : "released"] cyborg")
R.SetLockdown(!R.lockcharge)
to_chat(R, !R.lockcharge ? span_notice("Your lockdown has been lifted!") : span_alert("You have been locked down!"))
if(!isnull(console_location))
to_chat(R, span_alert("The approximate location of the console that is keeping you locked down is [console_location]"))
if(R.connected_ai)
to_chat(R.connected_ai, "[!R.lockcharge ? span_notice("NOTICE - Cyborg lockdown lifted") : span_alert("ALERT - Cyborg lockdown detected")]: <a href='?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a><br>")
/obj/machinery/computer/robotics/proc/borg_destroyed()
SIGNAL_HANDLER
locked_down_borg = null
/obj/machinery/computer/robotics/on_set_machine_stat(old_value) //depowering the console unlocks the borg
if(!isnull(locked_down_borg))
if(machine_stat & (NOPOWER|BROKEN|MAINT) && locked_down_borg.lockcharge)
src.lock_unlock_borg(locked_down_borg)
return ..()
/obj/machinery/computer/robotics/atom_break() // This shouldnt be needed, but hitting console doesnt trigger destroy apparently
if(!isnull(locked_down_borg))
lock_unlock_borg(locked_down_borg)
return ..()
/obj/machinery/computer/robotics/Destroy()
if(!isnull(locked_down_borg))
lock_unlock_borg(locked_down_borg)
return ..()