Files
Bubberstation/code/game/objects/structures/windoor_assembly.dm
san7890 a4328ae1f9 Audits tgui_input_text() for length issues (#86741)
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.
/🆑
2024-09-20 22:46:41 +00:00

373 lines
12 KiB
Plaintext

/obj/structure/windoor_assembly
icon = 'icons/obj/doors/windoor.dmi'
name = "windoor Assembly"
icon_state = "l_windoor_assembly01"
desc = "A small glass and wire assembly for windoors."
anchored = FALSE
density = FALSE
dir = NORTH
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
set_dir_on_move = FALSE
can_atmos_pass = ATMOS_PASS_PROC
/// Reference to the airlock electronics inside for determining window access.
var/obj/item/electronics/airlock/electronics = null
/// Player generated name string from renaming.
var/created_name = null
//Vars to help with the icon's name
///Does the windoor open to the left or right?
var/facing = "l"
///Whether or not this creates a secure windoor
var/secure = FALSE
/**
* Windoor (window door) assembly -Nodrak
* Step 1: Create a windoor out of rglass
* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
* Step 3: Rotate or Flip the assembly to face and open the way you want
* Step 4: Wrench the assembly in place
* Step 5: Add cables to the assembly
* Step 6: Set access for the door.
* Step 7: Crowbar the door to complete
*/
var/state = "01"
/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
. = ..()
if(set_dir)
setDir(set_dir)
air_update_turf(TRUE, TRUE)
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
)
AddElement(/datum/element/connect_loc, loc_connections)
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
/obj/structure/windoor_assembly/Destroy()
set_density(FALSE)
air_update_turf(TRUE, FALSE)
return ..()
/obj/structure/windoor_assembly/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/structure/windoor_assembly/update_icon_state()
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
return ..()
/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(border_dir == dir)
return
if(istype(mover, /obj/structure/window))
var/obj/structure/window/moved_window = mover
return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
/obj/structure/windoor_assembly/can_atmos_pass(turf/T, vertical = FALSE)
if(get_dir(loc, T) == dir)
return !density
else
return TRUE
/obj/structure/windoor_assembly/proc/on_exit(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving.movement_type & PHASING)
return
if(leaving == src)
return // Let's not block ourselves.
if (leaving.pass_flags & pass_flags_self)
return
if (direction == dir && density)
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
//I really should have spread this out across more states but thin little windoors are hard to sprite.
add_fingerprint(user)
switch(state)
if("01")
if(W.tool_behaviour == TOOL_WELDER && !anchored)
if(!W.tool_start_check(user, amount=1))
return
user.visible_message(span_notice("[user] disassembles the windoor assembly."),
span_notice("You start to disassemble the windoor assembly..."))
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You disassemble the windoor assembly."))
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
if (!QDELETED(RG))
RG.add_fingerprint(user)
if(secure)
var/obj/item/stack/rods/R = new (get_turf(src), 4)
if (!QDELETED(R))
R.add_fingerprint(user)
qdel(src)
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(W.tool_behaviour == TOOL_WRENCH && !anchored)
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, span_warning("There is already a windoor in that location!"))
return
user.visible_message(span_notice("[user] secures the windoor assembly to the floor."),
span_notice("You start to secure the windoor assembly to the floor..."))
if(W.use_tool(src, user, 40, volume=100))
if(anchored)
return
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, span_warning("There is already a windoor in that location!"))
return
to_chat(user, span_notice("You secure the windoor assembly."))
set_anchored(TRUE)
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(W.tool_behaviour == TOOL_WRENCH && anchored)
user.visible_message(span_notice("[user] unsecures the windoor assembly to the floor."),
span_notice("You start to unsecure the windoor assembly to the floor..."))
if(W.use_tool(src, user, 40, volume=100))
if(!anchored)
return
to_chat(user, span_notice("You unsecure the windoor assembly."))
set_anchored(FALSE)
if(secure)
name = "secure windoor assembly"
else
name = "windoor assembly"
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
var/obj/item/stack/sheet/plasteel/P = W
if(P.get_amount() < 2)
to_chat(user, span_warning("You need more plasteel to do this!"))
return
to_chat(user, span_notice("You start to reinforce the windoor with plasteel..."))
if(do_after(user,40, target = src))
if(!src || secure || P.get_amount() < 2)
return
P.use(2)
to_chat(user, span_notice("You reinforce the windoor."))
secure = TRUE
if(anchored)
name = "secure anchored windoor assembly"
else
name = "secure windoor assembly"
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
user.visible_message(span_notice("[user] wires the windoor assembly."), span_notice("You start to wire the windoor assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if(!src || !anchored || src.state != "01")
return
var/obj/item/stack/cable_coil/CC = W
if(!CC.use(1))
to_chat(user, span_warning("You need more cable to do this!"))
return
to_chat(user, span_notice("You wire the windoor."))
state = "02"
if(secure)
name = "secure wired windoor assembly"
else
name = "wired windoor assembly"
else
return ..()
if("02")
//Removing wire from the assembly. Step 5 undone.
if(W.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), span_notice("You start to cut the wires from airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100))
if(state != "02")
return
to_chat(user, span_notice("You cut the windoor wires."))
new/obj/item/stack/cable_coil(get_turf(user), 1)
state = "01"
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/electronics/airlock))
if(!user.transferItemToLoc(W, src))
return
W.play_tool_sound(src, 100)
user.visible_message(span_notice("[user] installs the electronics into the airlock assembly."),
span_notice("You start to install electronics into the airlock assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if(!src || electronics)
W.forceMove(drop_location())
return
to_chat(user, span_notice("You install the airlock electronics."))
name = "near finished windoor assembly"
electronics = W
else
W.forceMove(drop_location())
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(!electronics)
return
user.visible_message(span_notice("[user] removes the electronics from the airlock assembly."),
span_notice("You start to uninstall electronics from the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100) && electronics)
to_chat(user, span_notice("You remove the airlock electronics."))
name = "wired windoor assembly"
var/obj/item/electronics/airlock/ae
ae = electronics
electronics = null
ae.forceMove(drop_location())
else if(IS_WRITING_UTENSIL(W))
var/t = tgui_input_text(user, "Enter the name for the door", "Windoor Renaming", created_name, max_length = MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
return
//Crowbar to complete the assembly, Step 7 complete.
else if(W.tool_behaviour == TOOL_CROWBAR)
if(!electronics)
to_chat(usr, span_warning("The assembly is missing electronics!"))
return
user << browse(null, "window=windoor_access")
user.visible_message(span_notice("[user] pries the windoor into the frame."),
span_notice("You start prying the windoor into the frame..."))
if(W.use_tool(src, user, 40, volume=100) && electronics)
set_density(TRUE) //Shouldn't matter but just incase
to_chat(user, span_notice("You finish the windoor."))
finish_door()
else
return ..()
//Update to reflect changes(if applicable)
update_appearance()
/obj/structure/windoor_assembly/examine(mob/user)
. = ..()
if(!anchored)
. += span_notice("\The [src] can be [span_boldnotice("wrenched")] down.")
. += span_notice("\The [src] could also be [span_boldnotice("cut apart")] with a [span_boldnotice("welder")].")
return
switch(state)
if("01")
. += span_notice("\The [src] needs [span_boldnotice("wiring")], or could be [span_boldnotice("un-wrenched")] from the floor.")
if("02")
if(!electronics)
. += span_notice("\The [src] needs [span_boldnotice("airlock electronics")] to continue installation, or [span_boldnotice("wirecutters")] to take apart.")
else
. += span_notice("\The [src] is ready to be [span_boldnotice("levered")] into place with a [span_boldnotice("crowbar")].")
/obj/structure/windoor_assembly/proc/finish_door()
var/obj/machinery/door/window/windoor
if(secure)
windoor = new /obj/machinery/door/window/brigdoor(loc)
if(facing == "l")
windoor.icon_state = "leftsecureopen"
windoor.base_state = "leftsecure"
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
else
windoor = new /obj/machinery/door/window(loc)
if(facing == "l")
windoor.icon_state = "leftopen"
windoor.base_state = "left"
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.setDir(dir)
windoor.set_density(FALSE)
if(created_name)
windoor.name = created_name
else if(electronics.passed_name)
windoor.name = electronics.passed_name
if(electronics.one_access)
windoor.req_one_access = electronics.accesses
else
windoor.req_access = electronics.accesses
if(electronics.unres_sides)
windoor.unres_sides = electronics.unres_sides
switch(dir)
if(NORTH,SOUTH)
windoor.unres_sides &= ~EAST
windoor.unres_sides &= ~WEST
if(EAST,WEST)
windoor.unres_sides &= ~NORTH
windoor.unres_sides &= ~SOUTH
windoor.unres_sensor = TRUE
electronics.forceMove(windoor)
windoor.electronics = electronics
windoor.autoclose = TRUE
windoor.close()
windoor.update_appearance()
qdel(src)
//Flips the windoor assembly, determines whather the door opens to the left or the right
/obj/structure/windoor_assembly/verb/flip()
set name = "Flip Windoor Assembly"
set category = "Object"
set src in oview(1)
if(usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
return
if(isliving(usr))
var/mob/living/L = usr
if(!(L.mobility_flags & MOBILITY_USE))
return
if(facing == "l")
to_chat(usr, span_notice("The windoor will now slide to the right."))
facing = "r"
else
facing = "l"
to_chat(usr, span_notice("The windoor will now slide to the left."))
update_appearance()
return