Files
Bubberstation/code/modules/admin/admin_verbs.dm
itsmeow cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00

809 lines
37 KiB
Plaintext

/client/proc/add_admin_verbs()
control_freak = CONTROL_FREAK_SKIN | CONTROL_FREAK_MACROS
SSadmin_verbs.assosciate_admin(src)
/client/proc/remove_admin_verbs()
control_freak = initial(control_freak)
SSadmin_verbs.deassosciate_admin(src)
ADMIN_VERB(hide_verbs, R_NONE, "Adminverbs - Hide All", "Hide most of your admin verbs.", ADMIN_CATEGORY_MAIN)
user.remove_admin_verbs()
add_verb(user, /client/proc/show_verbs)
to_chat(user, span_interface("Almost all of your adminverbs have been hidden."), confidential = TRUE)
BLACKBOX_LOG_ADMIN_VERB("Hide All Adminverbs")
ADMIN_VERB(admin_ghost, R_ADMIN, "AGhost", "Become a ghost without DNR.", ADMIN_CATEGORY_GAME)
. = TRUE
if(isobserver(user.mob))
//re-enter
var/mob/dead/observer/ghost = user.mob
if(!ghost.mind || !ghost.mind.current) //won't do anything if there is no body
return FALSE
if(!ghost.can_reenter_corpse)
log_admin("[key_name(user)] re-entered corpse")
message_admins("[key_name_admin(user)] re-entered corpse")
ghost.can_reenter_corpse = 1 //force re-entering even when otherwise not possible
ghost.reenter_corpse()
BLACKBOX_LOG_ADMIN_VERB("Admin Reenter")
else if(isnewplayer(user.mob))
to_chat(user, "<font color='red'>Error: Aghost: Can't admin-ghost whilst in the lobby. Join or Observe first.</font>", confidential = TRUE)
return FALSE
else
//ghostize
log_admin("[key_name(user)] admin ghosted.")
message_admins("[key_name_admin(user)] admin ghosted.")
var/mob/body = user.mob
body.ghostize(TRUE, TRUE)
user.init_verbs()
if(body && !body.key)
body.key = "@[user.key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
BLACKBOX_LOG_ADMIN_VERB("Admin Ghost")
ADMIN_VERB(invisimin, R_ADMIN, "Invisimin", "Toggles ghost-like invisibility.", ADMIN_CATEGORY_GAME)
if(HAS_TRAIT(user.mob, TRAIT_INVISIMIN))
REMOVE_TRAIT(user.mob, TRAIT_INVISIMIN, ADMIN_TRAIT)
user.mob.add_to_all_human_data_huds()
user.mob.RemoveInvisibility(INVISIBILITY_SOURCE_INVISIMIN)
to_chat(user, span_adminnotice(span_bold("Invisimin off. Invisibility reset.")), confidential = TRUE)
return
ADD_TRAIT(user.mob, TRAIT_INVISIMIN, ADMIN_TRAIT)
user.mob.remove_from_all_data_huds()
user.mob.SetInvisibility(INVISIBILITY_OBSERVER, INVISIBILITY_SOURCE_INVISIMIN, INVISIBILITY_PRIORITY_ADMIN)
to_chat(user, span_adminnotice(span_bold("Invisimin on. You are now as invisible as a ghost.")), confidential = TRUE)
ADMIN_VERB(check_antagonists, R_ADMIN, "Check Antagonists", "See all antagonists for the round.", ADMIN_CATEGORY_GAME)
user.holder.check_antagonists()
log_admin("[key_name(user)] checked antagonists.")
if(!isobserver(user.mob) && SSticker.HasRoundStarted())
message_admins("[key_name_admin(user)] checked antagonists.")
BLACKBOX_LOG_ADMIN_VERB("Check Antagonists")
ADMIN_VERB(list_bombers, R_ADMIN, "List Bombers", "Look at all bombs and their likely culprit.", ADMIN_CATEGORY_GAME)
user.holder.list_bombers()
BLACKBOX_LOG_ADMIN_VERB("List Bombers")
ADMIN_VERB(list_signalers, R_ADMIN, "List Signalers", "View all signalers.", ADMIN_CATEGORY_GAME)
user.holder.list_signalers()
BLACKBOX_LOG_ADMIN_VERB("List Signalers")
ADMIN_VERB(list_law_changes, R_ADMIN, "List Law Changes", "View all AI law changes.", ADMIN_CATEGORY_DEBUG)
user.holder.list_law_changes()
BLACKBOX_LOG_ADMIN_VERB("List Law Changes")
ADMIN_VERB(show_manifest, R_ADMIN, "Show Manifest", "View the shift's Manifest.", ADMIN_CATEGORY_DEBUG)
user.holder.show_manifest()
BLACKBOX_LOG_ADMIN_VERB("Show Manifest")
ADMIN_VERB(list_dna, R_ADMIN, "List DNA", "View DNA.", ADMIN_CATEGORY_DEBUG)
user.holder.list_dna()
BLACKBOX_LOG_ADMIN_VERB("List DNA")
ADMIN_VERB(list_fingerprints, R_ADMIN, "List Fingerprints", "View fingerprints.", ADMIN_CATEGORY_DEBUG)
user.holder.list_fingerprints()
BLACKBOX_LOG_ADMIN_VERB("List Fingerprints")
ADMIN_VERB(ban_panel, R_BAN, "Banning Panel", "Ban players here.", ADMIN_CATEGORY_MAIN)
user.holder.ban_panel()
BLACKBOX_LOG_ADMIN_VERB("Banning Panel")
ADMIN_VERB(unban_panel, R_BAN, "Unbanning Panel", "Unban players here.", ADMIN_CATEGORY_MAIN)
user.holder.unban_panel()
BLACKBOX_LOG_ADMIN_VERB("Unbanning Panel")
ADMIN_VERB(game_panel, R_ADMIN, "Game Panel", "Look at the state of the game.", ADMIN_CATEGORY_GAME)
user.holder.Game()
BLACKBOX_LOG_ADMIN_VERB("Game Panel")
ADMIN_VERB(poll_panel, R_POLL, "Server Poll Management", "View and manage polls.", ADMIN_CATEGORY_MAIN)
user.holder.poll_list_panel()
BLACKBOX_LOG_ADMIN_VERB("Server Poll Management")
/// Returns this client's stealthed ckey
/client/proc/getStealthKey()
return GLOB.stealthminID[ckey]
/// Takes a stealthed ckey as input, returns the true key it represents
/proc/findTrueKey(stealth_key)
if(!stealth_key)
return
for(var/potentialKey in GLOB.stealthminID)
if(GLOB.stealthminID[potentialKey] == stealth_key)
return potentialKey
/// Hands back a stealth ckey to use, guarenteed to be unique
/proc/generateStealthCkey()
var/guess = rand(0, 1000)
var/text_guess
var/valid_found = FALSE
while(valid_found == FALSE)
valid_found = TRUE
text_guess = "@[num2text(guess)]"
// We take a guess at some number, and if it's not in the existing stealthmin list we exit
for(var/key in GLOB.stealthminID)
// If it is in the list tho, we up one number, and redo the loop
if(GLOB.stealthminID[key] == text_guess)
guess += 1
valid_found = FALSE
break
return text_guess
/client/proc/createStealthKey()
GLOB.stealthminID["[ckey]"] = generateStealthCkey()
ADMIN_VERB(stealth, R_STEALTH, "Stealth Mode", "Toggle stealth.", ADMIN_CATEGORY_MAIN)
if(user.holder.fakekey)
user.disable_stealth_mode()
else
user.enable_stealth_mode()
BLACKBOX_LOG_ADMIN_VERB("Stealth Mode")
#define STEALTH_MODE_TRAIT "stealth_mode"
/client/proc/enable_stealth_mode()
var/new_key = ckeyEx(stripped_input(usr, "Enter your desired display name.", "Fake Key", key, 26))
if(!new_key)
return
holder.fakekey = new_key
createStealthKey()
if(isobserver(mob))
mob.SetInvisibility(INVISIBILITY_ABSTRACT, INVISIBILITY_SOURCE_STEALTHMODE, INVISIBILITY_PRIORITY_ADMIN)
mob.alpha = 0 //JUUUUST IN CASE
mob.name = " "
mob.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
ADD_TRAIT(mob, TRAIT_ORBITING_FORBIDDEN, STEALTH_MODE_TRAIT)
QDEL_NULL(mob.orbiters)
log_admin("[key_name(usr)] has turned stealth mode ON")
message_admins("[key_name_admin(usr)] has turned stealth mode ON")
/client/proc/disable_stealth_mode()
holder.fakekey = null
if(isobserver(mob))
mob.RemoveInvisibility(INVISIBILITY_SOURCE_STEALTHMODE)
mob.alpha = initial(mob.alpha)
if(mob.mind)
if(mob.mind.ghostname)
mob.name = mob.mind.ghostname
else
mob.name = mob.mind.name
else
mob.name = mob.real_name
mob.mouse_opacity = initial(mob.mouse_opacity)
REMOVE_TRAIT(mob, TRAIT_ORBITING_FORBIDDEN, STEALTH_MODE_TRAIT)
log_admin("[key_name(usr)] has turned stealth mode OFF")
message_admins("[key_name_admin(usr)] has turned stealth mode OFF")
#undef STEALTH_MODE_TRAIT
ADMIN_VERB(drop_bomb, R_FUN, "Drop Bomb", "Cause an explosion of varying strength at your location", ADMIN_CATEGORY_FUN)
var/list/choices = list("Small Bomb (1, 2, 3, 3)", "Medium Bomb (2, 3, 4, 4)", "Big Bomb (3, 5, 7, 5)", "Maxcap", "Custom Bomb")
var/choice = tgui_input_list(user, "What size explosion would you like to produce? NOTE: You can do all this rapidly and in an IC manner (using cruise missiles!) with the Config/Launch Supplypod verb. WARNING: These ignore the maxcap", "Drop Bomb", choices)
if(isnull(choice))
return
var/turf/epicenter = user.mob.loc
switch(choice)
if("Small Bomb (1, 2, 3, 3)")
explosion(epicenter, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 3, flash_range = 3, adminlog = TRUE, ignorecap = TRUE, explosion_cause = user.mob)
if("Medium Bomb (2, 3, 4, 4)")
explosion(epicenter, devastation_range = 2, heavy_impact_range = 3, light_impact_range = 4, flash_range = 4, adminlog = TRUE, ignorecap = TRUE, explosion_cause = user.mob)
if("Big Bomb (3, 5, 7, 5)")
explosion(epicenter, devastation_range = 3, heavy_impact_range = 5, light_impact_range = 7, flash_range = 5, adminlog = TRUE, ignorecap = TRUE, explosion_cause = user.mob)
if("Maxcap")
explosion(epicenter, devastation_range = GLOB.MAX_EX_DEVESTATION_RANGE, heavy_impact_range = GLOB.MAX_EX_HEAVY_RANGE, light_impact_range = GLOB.MAX_EX_LIGHT_RANGE, flash_range = GLOB.MAX_EX_FLASH_RANGE, adminlog = TRUE, ignorecap = TRUE, explosion_cause = user.mob)
if("Custom Bomb")
var/range_devastation = input(user, "Devastation range (in tiles):") as null|num
if(range_devastation == null)
return
var/range_heavy = input(user, "Heavy impact range (in tiles):") as null|num
if(range_heavy == null)
return
var/range_light = input(user, "Light impact range (in tiles):") as null|num
if(range_light == null)
return
var/range_flash = input(user, "Flash range (in tiles):") as null|num
if(range_flash == null)
return
if(range_devastation > GLOB.MAX_EX_DEVESTATION_RANGE || range_heavy > GLOB.MAX_EX_HEAVY_RANGE || range_light > GLOB.MAX_EX_LIGHT_RANGE || range_flash > GLOB.MAX_EX_FLASH_RANGE)
if(tgui_alert(user, "Bomb is bigger than the maxcap. Continue?",,list("Yes","No")) != "Yes")
return
epicenter = get_turf(user.mob) //We need to reupdate as they may have moved again
explosion(epicenter, devastation_range = range_devastation, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_flash, adminlog = TRUE, ignorecap = TRUE, explosion_cause = user.mob)
message_admins("[ADMIN_LOOKUPFLW(user.mob)] creating an admin explosion at [epicenter.loc].")
log_admin("[key_name(user)] created an admin explosion at [epicenter.loc].")
BLACKBOX_LOG_ADMIN_VERB("Drop Bomb")
ADMIN_VERB(drop_bomb_dynex, R_FUN, "Drop DynEx Bomb", "Cause an explosion of varying strength at your location.", ADMIN_CATEGORY_FUN)
var/ex_power = input(user, "Explosive Power:") as null|num
var/turf/epicenter = get_turf(user.mob)
if(!ex_power || !epicenter)
return
dyn_explosion(epicenter, ex_power)
message_admins("[ADMIN_LOOKUPFLW(user.mob)] creating an admin explosion at [epicenter.loc].")
log_admin("[key_name(user)] created an admin explosion at [epicenter.loc].")
BLACKBOX_LOG_ADMIN_VERB("Drop Dynamic Bomb")
ADMIN_VERB(get_dynex_range, R_FUN, "Get DynEx Range", "Get the estimated range of a bomb using explosive power.", ADMIN_CATEGORY_DEBUG)
var/ex_power = input(user, "Explosive Power:") as null|num
if (isnull(ex_power))
return
var/range = round((2 * ex_power)**GLOB.DYN_EX_SCALE)
to_chat(user, "Estimated Explosive Range: (Devastation: [round(range*0.25)], Heavy: [round(range*0.5)], Light: [round(range)])", confidential = TRUE)
ADMIN_VERB(get_dynex_power, R_FUN, "Get DynEx Power", "Get the estimated required power of a bomb to reach the given range.", ADMIN_CATEGORY_DEBUG)
var/ex_range = input(user, "Light Explosion Range:") as null|num
if (isnull(ex_range))
return
var/power = (0.5 * ex_range)**(1/GLOB.DYN_EX_SCALE)
to_chat(user, "Estimated Explosive Power: [power]", confidential = TRUE)
ADMIN_VERB(set_dynex_scale, R_FUN, "Set DynEx Scale", "Set the scale multiplier on dynex explosions. Default 0.5.", ADMIN_CATEGORY_DEBUG)
var/ex_scale = input(user, "New DynEx Scale:") as null|num
if(!ex_scale)
return
GLOB.DYN_EX_SCALE = ex_scale
log_admin("[key_name(user)] has modified Dynamic Explosion Scale: [ex_scale]")
message_admins("[key_name_admin(user)] has modified Dynamic Explosion Scale: [ex_scale]")
ADMIN_VERB(atmos_control, R_DEBUG|R_SERVER, "Atmos Control Panel", "Open the atmospherics control panel.", ADMIN_CATEGORY_DEBUG)
SSair.ui_interact(user.mob)
ADMIN_VERB(reload_cards, R_DEBUG, "Reload Cards", "Reload all TCG cards.", ADMIN_CATEGORY_DEBUG)
if(!SStrading_card_game.loaded)
message_admins("The card subsystem is not currently loaded")
return
SStrading_card_game.reloadAllCardFiles()
ADMIN_VERB(validate_cards, R_DEBUG, "Validate Cards", "Validate the card settings.", ADMIN_CATEGORY_DEBUG)
if(!SStrading_card_game.loaded)
message_admins("The card subsystem is not currently loaded")
return
var/message = SStrading_card_game.check_cardpacks(SStrading_card_game.card_packs)
message += SStrading_card_game.check_card_datums()
if(message)
message_admins(message)
else
message_admins("No errors found in card rarities or overrides.")
ADMIN_VERB(test_cardpack_distribution, R_DEBUG, "Test Cardpack Distribution", "Test the distribution of a card pack.", ADMIN_CATEGORY_DEBUG)
if(!SStrading_card_game.loaded)
message_admins("The card subsystem is not currently loaded")
return
var/pack = tgui_input_list(user, "Which pack should we test?", "You fucked it didn't you", sort_list(SStrading_card_game.card_packs))
if(!pack)
return
var/batch_count = tgui_input_number(user, "How many times should we open it?", "Don't worry, I understand")
var/batch_size = tgui_input_number(user, "How many cards per batch?", "I hope you remember to check the validation")
var/guar = tgui_input_number(user, "Should we use the pack's guaranteed rarity? If so, how many?", "We've all been there. Man you should have seen the old system")
SStrading_card_game.check_card_distribution(pack, batch_size, batch_count, guar)
ADMIN_VERB(print_cards, R_DEBUG, "Print Cards", "Print all cards to chat.", ADMIN_CATEGORY_DEBUG)
SStrading_card_game.printAllCards()
ADMIN_VERB(give_mob_action, R_FUN, "Give Mob Action", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/ability_recipient)
var/static/list/all_mob_actions = sort_list(subtypesof(/datum/action/cooldown/mob_cooldown), GLOBAL_PROC_REF(cmp_typepaths_asc))
var/static/list/actions_by_name = list()
if (!length(actions_by_name))
for (var/datum/action/cooldown/mob_cooldown as anything in all_mob_actions)
actions_by_name["[initial(mob_cooldown.name)] ([mob_cooldown])"] = mob_cooldown
var/ability = tgui_input_list(user, "Choose an ability", "Ability", actions_by_name)
if(isnull(ability))
return
var/ability_type = actions_by_name[ability]
var/datum/action/cooldown/mob_cooldown/add_ability
var/make_sequence = tgui_alert(user, "Would you like this action to be a sequence of multiple abilities?", "Sequence Ability", list("Yes", "No"))
if(make_sequence == "Yes")
add_ability = new /datum/action/cooldown/mob_cooldown(ability_recipient)
add_ability.sequence_actions = list()
while(!isnull(ability_type))
var/ability_delay = tgui_input_number(user, "Enter the delay in seconds before the next ability in the sequence is used", "Ability Delay", 2)
if(isnull(ability_delay) || ability_delay < 0)
ability_delay = 0
add_ability.sequence_actions[ability_type] = ability_delay * 1 SECONDS
ability = tgui_input_list(user, "Choose a new sequence ability", "Sequence Ability", actions_by_name)
ability_type = actions_by_name[ability]
var/ability_cooldown = tgui_input_number(user, "Enter the sequence abilities cooldown in seconds", "Ability Cooldown", 2)
if(isnull(ability_cooldown) || ability_cooldown < 0)
ability_cooldown = 2
add_ability.cooldown_time = ability_cooldown * 1 SECONDS
var/ability_melee_cooldown = tgui_input_number(user, "Enter the abilities melee cooldown in seconds", "Melee Cooldown", 2)
if(isnull(ability_melee_cooldown) || ability_melee_cooldown < 0)
ability_melee_cooldown = 2
add_ability.melee_cooldown_time = ability_melee_cooldown * 1 SECONDS
add_ability.name = tgui_input_text(user, "Choose ability name", "Ability name", "Generic Ability", max_length = MAX_NAME_LEN)
add_ability.create_sequence_actions()
else
add_ability = new ability_type(ability_recipient)
if(isnull(ability_recipient))
return
add_ability.Grant(ability_recipient)
message_admins("[key_name_admin(user)] added mob ability [ability_type] to mob [ability_recipient].")
log_admin("[key_name(user)] added mob ability [ability_type] to mob [ability_recipient].")
BLACKBOX_LOG_ADMIN_VERB("Add Mob Ability")
ADMIN_VERB(remove_mob_action, R_FUN, "Remove Mob Action", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/removal_target)
var/list/target_abilities = list()
for(var/datum/action/cooldown/mob_cooldown/ability in removal_target.actions)
target_abilities[ability.name] = ability
if(!length(target_abilities))
return
var/chosen_ability = tgui_input_list(user, "Choose the spell to remove from [removal_target]", "Depower", sort_list(target_abilities))
if(isnull(chosen_ability))
return
var/datum/action/cooldown/mob_cooldown/to_remove = target_abilities[chosen_ability]
if(!istype(to_remove))
return
qdel(to_remove)
log_admin("[key_name(user)] removed the ability [chosen_ability] from [key_name(removal_target)].")
message_admins("[key_name_admin(user)] removed the ability [chosen_ability] from [key_name_admin(removal_target)].")
BLACKBOX_LOG_ADMIN_VERB("Remove Mob Ability")
ADMIN_VERB(give_spell, R_FUN, "Give Spell", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/spell_recipient)
var/which = tgui_alert(user, "Chose by name or by type path?", "Chose option", list("Name", "Typepath"))
if(!which)
return
if(QDELETED(spell_recipient))
to_chat(user, span_warning("The intended spell recipient no longer exists."))
return
var/list/spell_list = list()
for(var/datum/action/cooldown/spell/to_add as anything in subtypesof(/datum/action/cooldown/spell))
var/spell_name = initial(to_add.name)
if(spell_name == "Spell") // abstract or un-named spells should be skipped.
continue
if(which == "Name")
spell_list[spell_name] = to_add
else
spell_list += to_add
var/chosen_spell = tgui_input_list(user, "Choose the spell to give to [spell_recipient]", "ABRAKADABRA", sort_list(spell_list))
if(isnull(chosen_spell))
return
var/datum/action/cooldown/spell/spell_path = which == "Typepath" ? chosen_spell : spell_list[chosen_spell]
if(!ispath(spell_path))
return
var/robeless = (tgui_alert(user, "Would you like to force this spell to be robeless?", "Robeless Casting?", list("Force Robeless", "Use Spell Setting")) == "Force Robeless")
if(QDELETED(spell_recipient))
to_chat(user, span_warning("The intended spell recipient no longer exists."))
return
BLACKBOX_LOG_ADMIN_VERB("Give Spell")
log_admin("[key_name(user)] gave [key_name(spell_recipient)] the spell [chosen_spell][robeless ? " (Forced robeless)" : ""].")
message_admins("[key_name_admin(user)] gave [key_name_admin(spell_recipient)] the spell [chosen_spell][robeless ? " (Forced robeless)" : ""].")
var/datum/action/cooldown/spell/new_spell = new spell_path(spell_recipient.mind || spell_recipient)
if(robeless)
new_spell.spell_requirements &= ~SPELL_REQUIRES_WIZARD_GARB
new_spell.Grant(spell_recipient)
if(!spell_recipient.mind)
to_chat(user, span_userdanger("Spells given to mindless mobs will belong to the mob and not their mind, \
and as such will not be transferred if their mind changes body (Such as from Mindswap)."))
ADMIN_VERB(remove_spell, R_FUN, "Remove Spell", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/removal_target)
var/list/target_spell_list = list()
for(var/datum/action/cooldown/spell/spell in removal_target.actions)
target_spell_list[spell.name] = spell
if(!length(target_spell_list))
return
var/chosen_spell = tgui_input_list(user, "Choose the spell to remove from [removal_target]", "ABRAKADABRA", sort_list(target_spell_list))
if(isnull(chosen_spell))
return
var/datum/action/cooldown/spell/to_remove = target_spell_list[chosen_spell]
if(!istype(to_remove))
return
qdel(to_remove)
log_admin("[key_name(user)] removed the spell [chosen_spell] from [key_name(removal_target)].")
message_admins("[key_name_admin(user)] removed the spell [chosen_spell] from [key_name_admin(removal_target)].")
BLACKBOX_LOG_ADMIN_VERB("Remove Spell")
ADMIN_VERB(give_disease, R_FUN, "Give Disease", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/living/victim)
var/datum/disease/D = input(user, "Choose the disease to give to that guy", "ACHOO") as null|anything in sort_list(SSdisease.diseases, GLOBAL_PROC_REF(cmp_typepaths_asc))
if(!D)
return
victim.ForceContractDisease(new D, FALSE, TRUE)
BLACKBOX_LOG_ADMIN_VERB("Give Disease")
log_admin("[key_name(user)] gave [key_name(victim)] the disease [D].")
message_admins(span_adminnotice("[key_name_admin(user)] gave [key_name_admin(victim)] the disease [D]."))
ADMIN_VERB_AND_CONTEXT_MENU(object_say, R_FUN, "OSay", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, obj/speaker in world)
var/message = tgui_input_text(user, "What do you want the message to be?", "Make Sound", encode = FALSE)
if(!message)
return
speaker.say(message, sanitize = FALSE)
log_admin("[key_name(user)] made [speaker] at [AREACOORD(speaker)] say \"[message]\"")
message_admins(span_adminnotice("[key_name_admin(user)] made [speaker] at [AREACOORD(speaker)]. say \"[message]\""))
BLACKBOX_LOG_ADMIN_VERB("Object Say")
ADMIN_VERB(build_mode_self, R_BUILD, "Toggle Build Mode Self", "Toggle build mode for yourself.", ADMIN_CATEGORY_EVENTS)
togglebuildmode(user.mob) // why is this a global proc???
BLACKBOX_LOG_ADMIN_VERB("Toggle Build Mode")
ADMIN_VERB(check_ai_laws, R_ADMIN, "Check AI Laws", "View the current AI laws.", ADMIN_CATEGORY_GAME)
user.holder.output_ai_laws()
ADMIN_VERB(manage_sect, R_ADMIN, "Manage Religious Sect", "Manages the chaplain's religion.", ADMIN_CATEGORY_GAME)
if (!isnull(GLOB.religious_sect))
var/you_sure = tgui_alert(
user,
"The Chaplain has already chosen [GLOB.religious_sect.name], override their selection?",
"Replace God?",
list("Yes", "Cancel"),
)
if (you_sure != "Yes")
return
var/static/list/choices = list()
if (!length(choices))
choices["nothing"] = null
for(var/datum/religion_sect/sect as anything in subtypesof(/datum/religion_sect))
choices[initial(sect.name)] = sect
var/choice = tgui_input_list(user, "Set new Chaplain sect", "God Picker", choices)
if(isnull(choice))
return
if(choice == "nothing")
reset_religious_sect()
return
set_new_religious_sect(choices[choice], reset_existing = TRUE)
ADMIN_VERB(deadmin, R_NONE, "DeAdmin", "Shed your admin powers.", ADMIN_CATEGORY_MAIN)
user.holder.deactivate()
to_chat(user, span_interface("You are now a normal player."))
log_admin("[key_name(user)] deadminned themselves.")
message_admins("[key_name_admin(user)] deadminned themselves.")
BLACKBOX_LOG_ADMIN_VERB("Deadmin")
ADMIN_VERB(populate_world, R_DEBUG, "Populate World", "Populate the world with test mobs.", ADMIN_CATEGORY_DEBUG, amount = 50 as num)
for (var/i in 1 to amount)
var/turf/tile = get_safe_random_station_turf_equal_weight()
var/mob/living/carbon/human/hooman = new(tile)
hooman.equipOutfit(pick(subtypesof(/datum/outfit)))
testing("Spawned test mob at [get_area_name(tile, TRUE)] ([tile.x],[tile.y],[tile.z])")
ADMIN_VERB(toggle_ai_interact, R_ADMIN, "Toggle Admin AI Interact", "Allows you to interact with most machines as an AI would as a ghost.", ADMIN_CATEGORY_GAME)
var/doesnt_have_silicon_access = !HAS_TRAIT_FROM(user, TRAIT_AI_ACCESS, ADMIN_TRAIT)
if(doesnt_have_silicon_access)
ADD_TRAIT(user, TRAIT_AI_ACCESS, ADMIN_TRAIT)
else
REMOVE_TRAIT(user, TRAIT_AI_ACCESS, ADMIN_TRAIT)
log_admin("[key_name(user)] has [doesnt_have_silicon_access ? "activated" : "deactivated"] Admin AI Interact")
message_admins("[key_name_admin(user)] has [doesnt_have_silicon_access ? "activated" : "deactivated"] their AI interaction")
ADMIN_VERB(debug_statpanel, R_DEBUG, "Debug Stat Panel", "Toggles local debug of the stat panel", ADMIN_CATEGORY_DEBUG)
user.stat_panel.send_message("create_debug")
ADMIN_VERB(display_sendmaps, R_DEBUG, "Send Maps Profile", "View the profile.", ADMIN_CATEGORY_DEBUG)
user << link("?debug=profile&type=sendmaps&window=test")
ADMIN_VERB(spawn_debug_full_crew, R_DEBUG, "Spawn Debug Full Crew", "Creates a full crew for the station, flling datacore and assigning minds and jobs.", ADMIN_CATEGORY_DEBUG)
if(SSticker.current_state != GAME_STATE_PLAYING)
to_chat(user, "You should only be using this after a round has setup and started.")
return
// Two input checks here to make sure people are certain when they're using this.
if(tgui_alert(user, "This command will create a bunch of dummy crewmembers with minds, job, and datacore entries, which will take a while and fill the manifest.", "Spawn Crew", list("Yes", "Cancel")) != "Yes")
return
if(!user.is_localhost() && tgui_alert(user, "You are not on localhost! Are you sure?", "Spawn Crew (Be certain)", list("Yes", "Cancel")) != "Yes")
return
// Find the observer spawn, so we have a place to dump the dummies.
var/obj/effect/landmark/observer_start/observer_point = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
var/turf/destination = get_turf(observer_point)
if(!destination)
to_chat(user, "Failed to find the observer spawn to send the dummies.")
return
// Okay, now go through all nameable occupations.
// Pick out all jobs that have JOB_CREW_MEMBER set.
// Then, spawn a human and slap a person into it.
var/number_made = 0
for(var/rank in SSjob.name_occupations)
var/datum/job/job = SSjob.get_job(rank)
// JOB_CREW_MEMBER is all jobs that pretty much aren't silicon
if(!(job.job_flags & JOB_CREW_MEMBER))
continue
// Create our new_player for this job and set up its mind.
var/mob/dead/new_player/new_guy = new()
new_guy.mind_initialize()
new_guy.mind.name = "[rank] Dummy"
// Assign the rank to the new player dummy.
if(!SSjob.assign_role(new_guy, job, do_eligibility_checks = FALSE))
qdel(new_guy)
to_chat(user, "[rank] wasn't able to be spawned.")
continue
// It's got a job, spawn in a human and shove it in the human.
var/mob/living/carbon/human/character = new(destination)
character.name = new_guy.mind.name
new_guy.mind.transfer_to(character)
qdel(new_guy)
// Then equip up the human with job gear.
SSjob.equip_rank(character, job)
job.after_latejoin_spawn(character)
// Finally, ensure the minds are tracked and in the manifest.
SSticker.minds += character.mind
if(ishuman(character))
GLOB.manifest.inject(character)
number_made++
CHECK_TICK
to_chat(user, "[number_made] crewmembers have been created.")
ADMIN_VERB(debug_spell_requirements, R_DEBUG, "Debug Spell Requirements", "View all spells and their requirements.", ADMIN_CATEGORY_DEBUG)
var/header = "<tr><th>Name</th> <th>Requirements</th>"
var/all_requirements = list()
for(var/datum/action/cooldown/spell/spell as anything in typesof(/datum/action/cooldown/spell))
if(initial(spell.name) == "Spell")
continue
var/list/real_reqs = list()
var/reqs = initial(spell.spell_requirements)
if(reqs & SPELL_CASTABLE_AS_BRAIN)
real_reqs += "Castable as brain"
if(reqs & SPELL_REQUIRES_HUMAN)
real_reqs += "Must be human"
if(reqs & SPELL_REQUIRES_MIME_VOW)
real_reqs += "Must be miming"
if(reqs & SPELL_REQUIRES_MIND)
real_reqs += "Must have a mind"
if(reqs & SPELL_REQUIRES_NO_ANTIMAGIC)
real_reqs += "Must have no antimagic"
if(reqs & SPELL_REQUIRES_STATION)
real_reqs += "Must be on the station z-level"
if(reqs & SPELL_REQUIRES_WIZARD_GARB)
real_reqs += "Must have wizard clothes"
all_requirements += "<tr><td>[initial(spell.name)]</td> <td>[english_list(real_reqs, "No requirements")]</td></tr>"
var/page_style = "<style>table, th, td {border: 1px solid black;border-collapse: collapse;}</style>"
var/page_contents = "[page_style]<table style=\"width:100%\">[header][jointext(all_requirements, "")]</table>"
var/datum/browser/popup = new(user.mob, "spellreqs", "Spell Requirements", 600, 400)
popup.set_content(page_contents)
popup.open()
ADMIN_VERB(load_lazy_template, R_ADMIN, "Load/Jump Lazy Template", "Loads a lazy template and/or jumps to it.", ADMIN_CATEGORY_EVENTS)
var/list/choices = LAZY_TEMPLATE_KEY_LIST_ALL()
var/choice = tgui_input_list(user, "Key?", "Lazy Loader", choices)
var/teleport_to_template = tgui_input_list(user, "Jump to template after loading?", "Where to?", list("Yes", "No"))
if(!choice)
return
choice = choices[choice]
if(!choice)
to_chat(user, span_warning("No template with that key found, report this!"))
return
var/already_loaded = LAZYACCESS(SSmapping.loaded_lazy_templates, choice)
var/force_load = FALSE
if(already_loaded && (tgui_alert(user, "Template already loaded.", "", list("Jump", "Load Again")) == "Load Again"))
force_load = TRUE
var/datum/turf_reservation/reservation = SSmapping.lazy_load_template(choice, force = force_load)
if(!reservation)
to_chat(user, span_boldwarning("Failed to load template!"))
return
if(teleport_to_template == "Yes")
if(!isobserver(user.mob))
SSadmin_verbs.dynamic_invoke_verb(user, /datum/admin_verb/admin_ghost)
user.mob.forceMove(reservation.bottom_left_turfs[1])
to_chat(user, span_boldnicegreen("Template loaded, you have been moved to the bottom left of the reservation."))
message_admins("[key_name_admin(user)] has loaded lazy template '[choice]'")
ADMIN_VERB(library_control, R_BAN, "Library Management", "List and manage the Library.", ADMIN_CATEGORY_MAIN)
if(!user.holder.library_manager)
user.holder.library_manager = new
user.holder.library_manager.ui_interact(user.mob)
BLACKBOX_LOG_ADMIN_VERB("Library Management")
ADMIN_VERB(create_mob_worm, R_FUN, "Create Mob Worm", "Attach a linked list of mobs to your marked mob.", ADMIN_CATEGORY_FUN)
if(!isliving(user.holder.marked_datum))
to_chat(user, span_warning("Error: Please mark a mob to attach mobs to."))
return
var/mob/living/head = user.holder.marked_datum
var/attempted_target_path = tgui_input_text(
user,
"Enter typepath of a mob you'd like to make your chain from.",
"Typepath",
"[/mob/living/basic/pet/dog/corgi/ian]",
)
if (isnull(attempted_target_path))
return //The user pressed "Cancel"
var/desired_mob = text2path(attempted_target_path)
if(!ispath(desired_mob))
desired_mob = pick_closest_path(attempted_target_path, make_types_fancy(subtypesof(/mob/living)))
if(isnull(desired_mob) || !ispath(desired_mob) || QDELETED(head))
return //The user pressed "Cancel"
var/amount = tgui_input_number(user, "How long should our tail be?", "Worm Configurator", default = 3, min_value = 1)
if (isnull(amount) || amount < 1 || QDELETED(head))
return
head.AddComponent(/datum/component/mob_chain)
var/mob/living/previous = head
for (var/i in 1 to amount)
var/mob/living/segment = new desired_mob(head.drop_location())
if (QDELETED(segment)) // ffs mobs which replace themselves with other mobs
i--
continue
ADD_TRAIT(segment, TRAIT_PERMANENTLY_MORTAL, INNATE_TRAIT)
QDEL_NULL(segment.ai_controller)
segment.AddComponent(/datum/component/mob_chain, front = previous)
previous = segment
ADMIN_VERB(give_ai_controller, R_FUN, "Give AI Controller", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/living/my_guy)
var/static/list/controllers = subtypesof(/datum/admin_ai_template)
var/static/list/controllers_by_name = list()
if (!length(controllers_by_name))
for (var/datum/admin_ai_template/template as anything in controllers)
controllers_by_name["[initial(template.name)]"] = template
var/chosen = tgui_input_list(user, "Which template should we apply?", "Select Template", controllers_by_name)
if (isnull(chosen))
return
var/chosen_type = controllers_by_name[chosen]
var/datum/admin_ai_template/using_template = new chosen_type
using_template.apply(my_guy, user)
ADMIN_VERB(clear_legacy_asset_cache, R_DEBUG, "Clear Legacy Asset Cache", "Clears the legacy asset cache, regenerating it immediately (may cause lag).", ADMIN_CATEGORY_DEBUG)
if(!CONFIG_GET(flag/cache_assets))
to_chat(user, span_warning("Asset caching is disabled in the config!"))
return
var/regenerated = 0
for(var/datum/asset/target_spritesheet as anything in subtypesof(/datum/asset))
if(!initial(target_spritesheet.cross_round_cachable))
continue
if(target_spritesheet == initial(target_spritesheet._abstract))
continue
var/datum/asset/asset_datum = GLOB.asset_datums[target_spritesheet]
asset_datum.regenerate()
regenerated++
to_chat(user, span_notice("Regenerated [regenerated] asset\s."))
ADMIN_VERB(clear_smart_asset_cache, R_DEBUG, "Clear Smart Asset Cache", "Clear the smart asset cache, causing it to regenerate next round.", ADMIN_CATEGORY_DEBUG)
if(!CONFIG_GET(flag/smart_cache_assets))
to_chat(user, span_warning("Smart asset caching is disabled in the config!"))
return
var/cleared = 0
for(var/datum/asset/spritesheet_batched/target_spritesheet as anything in subtypesof(/datum/asset/spritesheet_batched))
if(target_spritesheet == initial(target_spritesheet._abstract))
continue
fdel("[ASSET_CROSS_ROUND_SMART_CACHE_DIRECTORY]/spritesheet_cache.[initial(target_spritesheet.name)].json")
cleared++
to_chat(user, span_notice("Cleared [cleared] asset\s."))
ADMIN_VERB(give_ai_speech, R_FUN, "Give Random AI Speech", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/living/my_guy)
if (isnull(my_guy.ai_controller))
var/create_controller = tgui_alert(user, "Target has no AI controller, add one?", "Give AI?", list("Yes", "No")) == "Yes"
if (!create_controller)
return
var/run_with_mind = tgui_alert(user, "Run AI controller while the target has a client?", "Override Client?", list("Yes", "No"))
if (isnull(run_with_mind))
return
if (QDELETED(my_guy))
to_chat(user, span_warning("Target ceased to exist."))
return
my_guy.ai_controller = new /datum/ai_controller/basic_controller/talk(my_guy)
if (run_with_mind == "Yes")
var/datum/ai_controller/guy_controller = my_guy.ai_controller
guy_controller.continue_processing_when_client = TRUE
guy_controller.reset_ai_status()
var/speech_chance
var/list/spoken_lines
var/list/audible_emotes
var/list/visible_emotes
var/list/sounds
speech_chance = tgui_input_number(user, "Enter chance per second to say something", "Speech Chance", default = 2, min_value = 0, max_value = 100, round_value = FALSE)
if (isnull(speech_chance))
return
var/add_another
var/next_line
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] spoken line?", "Spoken Lines", list("Yes", "No"))
while (add_another == "Yes")
next_line = tgui_input_text(user, "Enter [length(spoken_lines) ? "another" : "a"] thing spoken out loud.", "Spoken Lines")
if (isnull(next_line))
return
LAZYADD(spoken_lines, next_line)
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] spoken line?", "Spoken Lines", list("Yes", "No"))
if (isnull(add_another))
return
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] emote which people can hear?", "Audible Emotes", list("Yes", "No"))
while (add_another == "Yes")
next_line = tgui_input_text(user, "Enter [length(spoken_lines) ? "another" : "an"] emote which people can hear.", "Audible Emotes")
if (isnull(next_line))
return
LAZYADD(audible_emotes, next_line)
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] emote which people can hear?", "Audible Emotes", list("Yes", "No"))
if (isnull(add_another))
return
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] emote which people can see?", "Visible Emotes", list("Yes", "No"))
while (add_another == "Yes")
next_line = tgui_input_text(user, "Enter [length(spoken_lines) ? "another" : "an"] emote which people can see.", "Visible Emotes")
if (isnull(next_line))
return
LAZYADD(visible_emotes, next_line)
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] emote which people can see?", "Visible Emotes", list("Yes", "No"))
if (isnull(add_another))
return
if (!length(spoken_lines) && !length(audible_emotes) && !length(visible_emotes))
return // Well you didn't tell it to say anything...
if (length(spoken_lines) || length(audible_emotes))
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] sound to play when doing something audible?", "Sounds", list("Yes", "No"))
while (add_another == "Yes")
next_line = input("", "Select sound",) as null|sound
if (isnull(next_line))
return
LAZYADD(sounds, next_line)
add_another = tgui_alert(user, "Add [length(spoken_lines) ? "another" : "a"] sound to play when doing something audible?", "Sounds", list("Yes", "No"))
if (isnull(add_another))
return
if (QDELETED(my_guy))
to_chat(user, span_warning("Target stopped existing."))
return
var/datum/ai_controller/our_controller = my_guy.ai_controller
if (length(spoken_lines))
spoken_lines = string_list(spoken_lines)
if (length(audible_emotes))
audible_emotes = string_list(audible_emotes)
if (length(visible_emotes))
visible_emotes = string_list(visible_emotes)
var/list/emotes = list(
BB_EMOTE_SAY = spoken_lines,
BB_EMOTE_HEAR = audible_emotes,
BB_EMOTE_SEE = visible_emotes,
BB_EMOTE_SOUND = sounds,
BB_SPEAK_CHANCE = speech_chance,
)
our_controller.set_blackboard_key(BB_BASIC_MOB_SPEAK_LINES, emotes)
var/behaviour_exists = !!(locate(/datum/ai_planning_subtree/random_speech/blackboard) in our_controller.planning_subtrees)
if (behaviour_exists)
return
our_controller.planning_subtrees = list(GLOB.ai_subtrees[/datum/ai_planning_subtree/random_speech/blackboard]) + our_controller.planning_subtrees