Files
Bubberstation/code/modules/admin/skill_panel.dm
Lucy d656f0f4ec Refactor GLOB.admin/debug/fun_state into cached /datum/ui_state/admin_state instances (#89417)
## About The Pull Request

So, some admin verbs/tools that used tguis, i.e edit/debug planes, were
available to admins with +DEBUG... but the ui_state used
`GLOB.admin_state`, which checks for +ADMIN - meaning that if they
_only_ had +DEBUG, they would have the verb... but it would do nothing
when they used it.

I've refactored `GLOB.admin_state`, `GLOB.debug_state`, and
`GLOB.fun_state` into a merged `/datum/ui_state/admin_state`, with a var
for which specific permissions are being checked for.

You now use the `ADMIN_STATE(perms)` macro to get the UI state for those
specific perms, i.e `admin_state(R_ADMIN)` or `admin_state(R_DEBUG)`,
and the resulting UI state will check for _those specific perms_.

These are initialized and cached in `GLOB.admin_states` (which should
never be directly accessed).

So, I've went thru every single usage of `GLOB.admin_state`,
`GLOB.fun_state`, and `GLOB.debug_state`, and made them all use
`ADMIN_STATE()` with the actual permission flags needed to use said UI
in the first place.

## Why It's Good For The Game

Kinda dumb for specific admin permissions to be granted verbs that don't
let them use it anyways.

## Changelog
🆑
admin: Certain UI-based tools (plane debugger, filter editor, etc) that
were given to admins with only +VAREDIT or +DEBUG, but refused to open
without +ADMIN, now actually work for admins that have the needed
permission.
/🆑
2025-02-17 00:54:00 +01:00

59 lines
2.5 KiB
Plaintext

/datum/skill_panel
var/datum/mind/targetmind
var/client/holder //client of whoever is using this datum
/datum/skill_panel/New(user, datum/mind/mind)//H can either be a client or a mob due to byondcode(tm)
targetmind = mind
if (istype(user,/client))
var/client/userClient = user
holder = userClient //if its a client, assign it to holder
else
var/mob/userMob = user
holder = userMob.client //if its a mob, assign the mob's client to holder
/datum/skill_panel/ui_state(mob/user)
return ADMIN_STATE(R_ADMIN)
/datum/skill_panel/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SkillPanel")
ui.open()
/datum/skill_panel/ui_data(mob/user) //Sends info about the skills to UI
. = list()
if(user?.mind)
for (var/type in GLOB.skill_types)
var/datum/skill/S = GetSkillRef(type)
var/lvl_num = targetmind.get_skill_level(type)
var/lvl_name = uppertext(targetmind.get_skill_level_name(type))
var/exp = targetmind.get_skill_exp(type)
var/xp_prog_to_level = targetmind.exp_needed_to_level_up(type)
var/xp_req_to_level = 0
if (xp_prog_to_level)//is it even possible to level up?
xp_req_to_level = SKILL_EXP_LIST[lvl_num+1] - SKILL_EXP_LIST[lvl_num]
var/exp_percent = exp / SKILL_EXP_LIST[SKILL_LEVEL_LEGENDARY]
.["skills"] += list(list("playername" = targetmind.current, "path" = type, "name" = S.name, "desc" = S.desc, "lvlnum" = lvl_num, "lvl" = lvl_name, "exp" = exp, "exp_prog" = xp_req_to_level - xp_prog_to_level, "exp_req" = xp_req_to_level, "exp_percent" = exp_percent, "max_exp" = SKILL_EXP_LIST[length(SKILL_EXP_LIST)]))
/datum/skill_panel/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch (action)
if ("adj_exp")
var/skill = text2path(params["skill"])
var/number = input("Please insert the amount of experience you'd like to add/subtract:") as num|null
if (number)
targetmind.adjust_experience(skill, number)
if ("set_exp")
var/skill = text2path(params["skill"])
var/number = input("Please insert the number you want to set the player's exp to:") as num|null
if (number)
targetmind.set_experience(skill, number)
if ("set_lvl")
var/skill = text2path(params["skill"])
var/max_skill = length(SKILL_EXP_LIST)
var/number = input("Please insert a whole number between 1 (NONE) and [max_skill] (LEGENDARY) corresponding to the level you'd like to set the player to.") as num|null
if (number > 0 && number <= max_skill )
targetmind.set_level(skill, number)