Files
Bubberstation/code/modules/admin/fun_balloon.dm
Timberpoes 8a6f660141 Fixes runtime which prevents Sentience Fun Balloons working. (#80536)
## About The Pull Request

Fixes #80534

```
[2023-12-23 19:23:03.446] RUNTIME: runtime error: Cannot read "sentience fun balloon".layer
 - proc name: poll candidates (/datum/controller/subsystem/polling/proc/poll_candidates)
 -   source file: code/controllers/subsystem/polling.dm,90
 -   usr: Bob Stange (/mob/dead/observer)
 -   src: Polling (/datum/controller/subsystem/polling)
 -   usr.loc: the floor (166,47,1) (/turf/open/floor/iron)
 -   call stack:
 - Polling (/datum/controller/subsystem/polling): poll candidates("Would you like to be test?", "Sentience Potion Spawn", "Sentience Potion Spawn", 100, "shuttle_denizens", the sentience fun balloon (/obj/effect/fun_balloon/sentience), /list (/list), "sentience fun balloon", "Sentience Potion Spawn")
...
```

Classic off-by-one error, except instead of a mathematical error it was
a logical error.


`/datum/controller/subsystem/polling/proc/poll_ghost_candidates_for_mobs(...)`
called `poll_ghost_candidates` with an incorrect number of args,
omitting the `flashwindow` arg and causing `pic_source` to be passed as
`flashwindow` and `role_name_text` to be passed as `pic_source`.

Since `role_name_text` is a string, this causes the above runtime as the
code tries to access the `.layer` member of the string. Which strings
don't have. Because they're strings.

I added the missing `flashwindow` arg and tidied up the base proc call a
touch back at the sentience balloon layer, since I noticed it was using
named args out of order which - while valid - could cause issues in any
future refactor or copypasted code.
## Why It's Good For The Game

Sentience Fun Balloons work again!
## Changelog
🆑
fix: Fixed an issue with polling ghost roles to control multiple mobs
that prevented Sentience Fun Balloons from working as intended.
/🆑
2023-12-24 23:49:47 +01:00

163 lines
4.5 KiB
Plaintext

/obj/effect/fun_balloon
name = "fun balloon"
desc = "This is going to be a laugh riot."
icon = 'icons/obj/toys/balloons.dmi'
icon_state = "syndballoon"
anchored = TRUE
var/popped = FALSE
var/pop_sound_effect = 'sound/items/party_horn.ogg'
/obj/effect/fun_balloon/Initialize(mapload)
. = ..()
SSobj.processing |= src
/obj/effect/fun_balloon/Destroy()
SSobj.processing -= src
. = ..()
/obj/effect/fun_balloon/process()
if(!popped && check() && !QDELETED(src))
popped = TRUE
effect()
pop()
/obj/effect/fun_balloon/proc/check()
return FALSE
/obj/effect/fun_balloon/proc/effect()
return
/obj/effect/fun_balloon/proc/pop()
visible_message(span_notice("[src] pops!"))
playsound(get_turf(src), pop_sound_effect, 50, TRUE, -1)
qdel(src)
// ----------- Sentience Balloon
/obj/effect/fun_balloon/sentience
name = "sentience fun balloon"
desc = "When this pops, things are gonna get more aware around here."
var/group_name = "a bunch of giant spiders"
var/effect_range = 3
/obj/effect/fun_balloon/sentience/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SentienceFunBalloon", name)
ui.open()
/obj/effect/fun_balloon/sentience/ui_data(mob/user)
var/list/data = list()
data["group_name"] = group_name
data["range"] = effect_range
return data
/obj/effect/fun_balloon/sentience/ui_state(mob/user)
return GLOB.admin_state
/obj/effect/fun_balloon/sentience/ui_status(mob/user)
if(popped)
return UI_CLOSE
if(isAdminObserver(user)) // ignore proximity if we're an admin
return UI_INTERACTIVE
return ..()
/obj/effect/fun_balloon/sentience/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
if("group_name")
group_name = params["updated_name"]
if("effect_range")
effect_range = params["updated_range"]
if("pop")
if(!popped)
popped = TRUE
effect()
pop()
return TRUE
/obj/effect/fun_balloon/sentience/effect()
var/list/bodies = list()
for(var/mob/living/possessable in range(effect_range, get_turf(src)))
if (!possessable.ckey && possessable.stat == CONSCIOUS) // Only assign ghosts to living, non-occupied mobs!
bodies += possessable
var/list/candidates = SSpolling.poll_ghost_candidates_for_mobs(
question = "Would you like to be [group_name]?",
role = ROLE_SENTIENCE,
check_jobban = ROLE_SENTIENCE,
poll_time = 10 SECONDS,
mobs = bodies,
ignore_category = POLL_IGNORE_SHUTTLE_DENIZENS,
pic_source = src,
role_name_text = "sentience fun balloon",
)
while(LAZYLEN(candidates) && LAZYLEN(bodies))
var/mob/dead/observer/C = pick_n_take(candidates)
var/mob/living/body = pick_n_take(bodies)
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(body)])")
body.ghostize(FALSE)
body.key = C.key
new /obj/effect/temp_visual/gravpush(get_turf(body))
// ----------- Emergency Shuttle Balloon
/obj/effect/fun_balloon/sentience/emergency_shuttle
name = "shuttle sentience fun balloon"
var/trigger_time = 60
/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
. = FALSE
if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
. = TRUE
// ----------- Scatter Balloon
/obj/effect/fun_balloon/scatter
name = "scatter fun balloon"
desc = "When this pops, you're not going to be around here anymore."
var/effect_range = 5
/obj/effect/fun_balloon/scatter/effect()
for(var/mob/living/M in range(effect_range, get_turf(src)))
var/turf/T = find_safe_turf()
new /obj/effect/temp_visual/gravpush(get_turf(M))
M.forceMove(T)
to_chat(M, span_notice("Pop!"), confidential = TRUE)
// ----------- Station Crash
// Can't think of anywhere better to put it right now
/obj/effect/station_crash
name = "station crash"
desc = "With no survivors!"
icon = 'icons/obj/toys/balloons.dmi'
icon_state = "syndballoon"
anchored = TRUE
var/min_crash_strength = 3
var/max_crash_strength = 15
/obj/effect/station_crash/Initialize(mapload)
..()
shuttle_crash()
return INITIALIZE_HINT_QDEL
/obj/effect/station_crash/proc/shuttle_crash()
var/crash_strength = rand(min_crash_strength,max_crash_strength)
for (var/S in SSshuttle.stationary_docking_ports)
var/obj/docking_port/stationary/SM = S
if (SM.shuttle_id == "emergency_home")
var/new_dir = REVERSE_DIR(SM.dir)
SM.forceMove(get_ranged_target_turf(SM, new_dir, crash_strength))
break
/obj/effect/station_crash/devastating
name = "devastating station crash"
desc = "Absolute Destruction. Will crash the shuttle far into the station."
min_crash_strength = 15
max_crash_strength = 25