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Bubberstation/code/modules/paperwork/filingcabinet.dm
T
John WillardandGitHub 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

207 lines
6.9 KiB
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/* Filing cabinets!
* Contains:
* Filing Cabinets
* Security Record Cabinets
* Medical Record Cabinets
* Employment Contract Cabinets
*/
/*
* Filing Cabinets
*/
/obj/structure/filingcabinet
SET_BASE_VISUAL_PIXEL(0, DEPTH_OFFSET)
name = "filing cabinet"
desc = "A large cabinet with drawers."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "filingcabinet"
density = TRUE
anchored = TRUE
/obj/structure/filingcabinet/chestdrawer
name = "chest drawer"
icon_state = "chestdrawer"
/obj/structure/filingcabinet/chestdrawer/wheeled
name = "rolling chest drawer"
desc = "A small cabinet with drawers. This one has wheels!"
anchored = FALSE
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
icon_state = "tallcabinet"
/obj/structure/filingcabinet/Initialize(mapload)
. = ..()
if(mapload)
for(var/obj/item/I in loc)
if(I.w_class < WEIGHT_CLASS_NORMAL) //there probably shouldn't be anything placed ontop of filing cabinets in a map that isn't meant to go in them
I.forceMove(src)
/obj/structure/filingcabinet/atom_deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/iron(loc, 2)
for(var/obj/item/obj in src)
obj.forceMove(loc)
/obj/structure/filingcabinet/attackby(obj/item/P, mob/living/user, params)
var/list/modifiers = params2list(params)
if(P.tool_behaviour == TOOL_WRENCH && LAZYACCESS(modifiers, RIGHT_CLICK))
to_chat(user, span_notice("You begin to [anchored ? "unwrench" : "wrench"] [src]."))
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You successfully [anchored ? "unwrench" : "wrench"] [src]."))
set_anchored(!anchored)
else if(P.w_class < WEIGHT_CLASS_NORMAL)
if(!user.transferItemToLoc(P, src))
return
to_chat(user, span_notice("You put [P] in [src]."))
icon_state = "[initial(icon_state)]-open"
sleep(0.5 SECONDS)
icon_state = initial(icon_state)
else if(!user.combat_mode)
to_chat(user, span_warning("You can't put [P] in [src]!"))
else
return ..()
/obj/structure/filingcabinet/attack_hand(mob/living/carbon/user, list/modifiers)
. = ..()
ui_interact(user)
/obj/structure/filingcabinet/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "FilingCabinet")
ui.open()
/obj/structure/filingcabinet/ui_data(mob/user)
var/list/data = list()
data["cabinet_name"] = "[name]"
data["contents"] = list()
data["contents_ref"] = list()
for(var/obj/item/content in src)
data["contents"] += "[content]"
data["contents_ref"] += "[REF(content)]"
return data
/obj/structure/filingcabinet/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
// Take the object out
if("remove_object")
var/obj/item/content = locate(params["ref"]) in src
if(istype(content) && in_range(src, usr))
usr.put_in_hands(content)
icon_state = "[initial(icon_state)]-open"
addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), 0.5 SECONDS)
return TRUE
/obj/structure/filingcabinet/attack_tk(mob/user)
if(anchored)
return attack_self_tk(user)
return ..()
/obj/structure/filingcabinet/attack_self_tk(mob/user)
. = ITEM_INTERACT_BLOCKING
if(contents.len)
if(prob(40 + contents.len * 5))
var/obj/item/I = pick(contents)
I.forceMove(loc)
if(prob(25))
step_rand(I)
to_chat(user, span_notice("You pull \a [I] out of [src] at random."))
return
to_chat(user, span_notice("You find nothing in [src]."))
/*
* Security Record Cabinets
*/
/obj/structure/filingcabinet/security
var/virgin = TRUE
/obj/structure/filingcabinet/security/proc/populate()
if(!virgin)
return
for(var/datum/record/crew/target in GLOB.manifest.general)
var/obj/item/paper/rapsheet = target.get_rapsheet()
rapsheet.forceMove(src)
virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
//before the records have been generated, so we do this inside the loop.
/obj/structure/filingcabinet/security/attack_hand(mob/user, list/modifiers)
populate()
return ..()
/obj/structure/filingcabinet/security/attack_tk()
populate()
return ..()
/*
* Medical Record Cabinets
*/
/obj/structure/filingcabinet/medical
///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
var/virgin = TRUE
/obj/structure/filingcabinet/medical/proc/populate()
if(!virgin)
return
for(var/datum/record/crew/record in GLOB.manifest.general)
var/obj/item/paper/med_record_paper = new /obj/item/paper(src)
var/med_record_text = "<CENTER><B>Medical Record</B></CENTER><BR>"
med_record_text += "Name: [record.name] Rank: [record.rank]<BR>\nGender: [record.gender]<BR>\nAge: [record.age]<BR>"
med_record_text += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [record.blood_type]<BR>\nDNA: [record.dna_string]<BR>\n<BR>\nPhysical Status: [record.physical_status]<BR>\nMental Status: [record.mental_status]<BR>\nMinor Disabilities: [record.minor_disabilities]<BR>\nDetails: [record.minor_disabilities_desc]<BR>\n<BR>\nMajor Disabilities: [record.major_disabilities]<BR>\nDetails: [record.major_disabilities_desc]<BR>\n<BR>\nImportant Notes:<BR>\n\t[record.medical_notes]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
med_record_text += "</TT>"
med_record_paper.add_raw_text(med_record_text)
med_record_paper.name = "paper - '[record.name]'"
med_record_paper.update_appearance()
virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
//before the records have been generated, so we do this inside the loop.
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/filingcabinet/medical/attack_hand(mob/user, list/modifiers)
populate()
return ..()
/obj/structure/filingcabinet/medical/attack_tk()
populate()
return ..()
/*
* Employment contract Cabinets
*/
GLOBAL_LIST_EMPTY(employmentCabinets)
/obj/structure/filingcabinet/employment
icon_state = "employmentcabinet"
///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
var/virgin = TRUE
/obj/structure/filingcabinet/employment/Initialize(mapload)
. = ..()
GLOB.employmentCabinets += src
/obj/structure/filingcabinet/employment/Destroy()
GLOB.employmentCabinets -= src
return ..()
/obj/structure/filingcabinet/employment/proc/fillCurrent()
//This proc fills the cabinet with the current crew.
for(var/datum/record/locked/target in GLOB.manifest.locked)
var/datum/mind/filed_mind = target.mind_ref.resolve()
if(filed_mind && ishuman(filed_mind.current))
addFile(filed_mind.current)
/obj/structure/filingcabinet/employment/proc/addFile(mob/living/carbon/human/employee)
new /obj/item/paper/employment_contract(src, employee.mind.name)
/obj/structure/filingcabinet/employment/interact(mob/user)
if(virgin)
fillCurrent()
virgin = FALSE
return ..()