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Bubberstation/code/modules/admin/verbs/secrets.dm
T
TimberpoesandGitHub 6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
https://github.com/tgstation/tgstation/pull/85947/commits/e0e9f2f430079d4ab7097abe12e75f934131a638)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00

751 lines
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GLOBAL_DATUM(everyone_an_antag, /datum/everyone_is_an_antag_controller)
ADMIN_VERB(secrets, R_NONE, "Secrets", "Abuse harder than you ever have before with this handy dandy semi-misc stuff menu.", ADMIN_CATEGORY_GAME)
var/datum/secrets_menu/tgui = new(user)
tgui.ui_interact(user.mob)
BLACKBOX_LOG_ADMIN_VERB("Secrets Panel")
/datum/secrets_menu
var/client/holder //client of whoever is using this datum
var/is_debugger = FALSE
var/is_funmin = FALSE
/datum/secrets_menu/New(user)//user can either be a client or a mob due to byondcode(tm)
if (istype(user, /client))
var/client/user_client = user
holder = user_client //if its a client, assign it to holder
else
var/mob/user_mob = user
holder = user_mob.client //if its a mob, assign the mob's client to holder
is_debugger = check_rights(R_DEBUG)
is_funmin = check_rights(R_FUN)
/datum/secrets_menu/ui_state(mob/user)
return GLOB.admin_state
/datum/secrets_menu/ui_close()
qdel(src)
/datum/secrets_menu/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Secrets")
ui.open()
/datum/secrets_menu/ui_data(mob/user)
var/list/data = list()
data["is_debugger"] = is_debugger
data["is_funmin"] = is_funmin
return data
#define THUNDERDOME_TEMPLATE_FILE "admin_thunderdome.dmm"
#define HIGHLANDER_DELAY_TEXT "40 seconds (crush the hope of a normal shift)"
/datum/secrets_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if((action != "admin_log" || action != "show_admins") && !check_rights(R_ADMIN))
return
var/datum/round_event/E
switch(action)
//Generic Buttons anyone can use.
if("admin_log")
var/dat = "<meta charset='UTF-8'><B>Admin Log<HR></B>"
for(var/l in GLOB.admin_activities)
dat += "<li>[l]</li>"
if(!GLOB.admin_activities.len)
dat += "No-one has done anything this round!"
holder << browse(dat, "window=admin_log")
if("show_admins")
var/dat = "<meta charset='UTF-8'><B>Current admins:</B><HR>"
if(GLOB.admin_datums)
for(var/ckey in GLOB.admin_datums)
var/datum/admins/D = GLOB.admin_datums[ckey]
dat += "[ckey] - [D.rank_names()]<br>"
holder << browse(dat, "window=showadmins;size=600x500")
//Buttons for debug.
if("maint_access_engiebrig")
if(!is_debugger)
return
for(var/obj/machinery/door/airlock/maintenance/doors as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/airlock/maintenance))
if ((ACCESS_MAINT_TUNNELS in doors.req_access) || (ACCESS_MAINT_TUNNELS in doors.req_one_access))
doors.req_access = list()
doors.req_one_access = list(ACCESS_BRIG, ACCESS_ENGINEERING)
message_admins("[key_name_admin(holder)] made all maint doors engineering and brig access-only.")
if("maint_access_brig")
if(!is_debugger)
return
for(var/obj/machinery/door/airlock/maintenance/doors as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/airlock/maintenance))
if ((ACCESS_MAINT_TUNNELS in doors.req_access) || (ACCESS_MAINT_TUNNELS in doors.req_one_access))
doors.req_access = list(ACCESS_BRIG)
doors.req_one_access = list()
message_admins("[key_name_admin(holder)] made all maint doors brig access-only.")
if("infinite_sec")
if(!is_debugger)
return
var/datum/job/sec_job = SSjob.get_job_type(/datum/job/security_officer)
sec_job.total_positions = -1
sec_job.spawn_positions = -1
message_admins("[key_name_admin(holder)] has removed the cap on security officers.")
//Buttons for helpful stuff. This is where people land in the tgui
if("clear_virus")
var/choice = tgui_alert(usr, "Are you sure you want to cure all disease?",, list("Yes", "Cancel"))
if(choice == "Yes")
message_admins("[key_name_admin(holder)] has cured all diseases.")
for(var/thing in SSdisease.active_diseases)
var/datum/disease/D = thing
D.cure(0)
if("list_bombers")
holder.holder.list_bombers()
if("list_signalers")
holder.holder.list_signalers()
if("list_lawchanges")
holder.holder.list_law_changes()
if("showailaws")
holder.holder.list_law_changes()
if("manifest")
holder.holder.show_manifest()
if("dna")
holder.holder.list_dna()
if("fingerprints")
holder.holder.list_fingerprints()
if("ctfbutton")
toggle_id_ctf(holder, CTF_GHOST_CTF_GAME_ID)
if("tdomereset")
var/delete_mobs = tgui_alert(usr, "Clear all mobs?", "Thunderdome Reset", list("Yes", "No", "Cancel"))
if(!delete_mobs || delete_mobs == "Cancel")
return
log_admin("[key_name(holder)] reset the thunderdome to default with delete_mobs marked as [delete_mobs].")
message_admins(span_adminnotice("[key_name_admin(holder)] reset the thunderdome to default with delete_mobs marked as [delete_mobs]."))
var/area/thunderdome = GLOB.areas_by_type[/area/centcom/tdome/arena]
if(delete_mobs == "Yes")
for(var/mob/living/mob in thunderdome)
qdel(mob) //Clear mobs
for(var/obj/obj in thunderdome)
if(!istype(obj, /obj/machinery/camera))
qdel(obj) //Clear objects
var/datum/map_template/thunderdome_template = SSmapping.map_templates[THUNDERDOME_TEMPLATE_FILE]
thunderdome_template.should_place_on_top = FALSE
var/turf/thunderdome_corner = locate(thunderdome.x - 3, thunderdome.y - 1, 1) // have to do a little bit of coord manipulation to get it in the right spot
thunderdome_template.load(thunderdome_corner)
if("set_name")
var/new_name = input(holder, "Please input a new name for the station.", "What?", "") as text|null
if(!new_name)
return
set_station_name(new_name)
log_admin("[key_name(holder)] renamed the station to \"[new_name]\".")
message_admins(span_adminnotice("[key_name_admin(holder)] renamed the station to: [new_name]."))
priority_announce("[command_name()] has renamed the station to \"[new_name]\".")
if("reset_name")
var/confirmed = tgui_alert(usr,"Are you sure you want to reset the station name?", "Confirm", list("Yes", "No", "Cancel"))
if(confirmed != "Yes")
return
var/new_name = new_station_name()
set_station_name(new_name)
log_admin("[key_name(holder)] reset the station name.")
message_admins(span_adminnotice("[key_name_admin(holder)] reset the station name."))
priority_announce("[command_name()] has renamed the station to \"[new_name]\".")
if("night_shift_set")
var/val = tgui_alert(holder, "What do you want to set night shift to? This will override the automatic system until set to automatic again.", "Night Shift", list("On", "Off", "Automatic"))
switch(val)
if("Automatic")
if(CONFIG_GET(flag/enable_night_shifts))
SSnightshift.can_fire = TRUE
SSnightshift.fire()
else
SSnightshift.update_nightshift(active = FALSE, announce = TRUE, forced = TRUE)
if("On")
SSnightshift.can_fire = FALSE
SSnightshift.update_nightshift(active = TRUE, announce = TRUE, forced = TRUE)
if("Off")
SSnightshift.can_fire = FALSE
SSnightshift.update_nightshift(active = FALSE, announce = TRUE, forced = TRUE)
if("moveferry")
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Send CentCom Ferry"))
if(!SSshuttle.toggleShuttle("ferry","ferry_home","ferry_away"))
message_admins("[key_name_admin(holder)] moved the CentCom ferry")
log_admin("[key_name(holder)] moved the CentCom ferry")
if("togglearrivals")
var/obj/docking_port/mobile/arrivals/A = SSshuttle.arrivals
if(A)
var/new_perma = !A.perma_docked
A.perma_docked = new_perma
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Permadock Arrivals Shuttle", "[new_perma ? "Enabled" : "Disabled"]"))
message_admins("[key_name_admin(holder)] [new_perma ? "stopped" : "started"] the arrivals shuttle")
log_admin("[key_name(holder)] [new_perma ? "stopped" : "started"] the arrivals shuttle")
else
to_chat(holder, span_admin("There is no arrivals shuttle."), confidential = TRUE)
if("movelaborshuttle")
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Send Labor Shuttle"))
if(!SSshuttle.toggleShuttle("laborcamp","laborcamp_home","laborcamp_away"))
message_admins("[key_name_admin(holder)] moved labor shuttle")
log_admin("[key_name(holder)] moved the labor shuttle")
//!fun! buttons.
if("virus")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Virus Outbreak"))
var/datum/round_event_control/event
var/prompt = tgui_alert(usr, "What disease system do you want?", "Disease Setup", list("Advanced", "Simple", "Make Your Own"))
switch(prompt)
if("Make Your Own")
AdminCreateVirus(holder)
if("Advanced")
event = locate(/datum/round_event_control/disease_outbreak/advanced) in SSevents.control
if("Simple")
event = locate(/datum/round_event_control/disease_outbreak) in SSevents.control
if(isnull(event))
return
if(length(event.admin_setup))
for(var/datum/event_admin_setup/admin_setup_datum as anything in event.admin_setup)
if(admin_setup_datum.prompt_admins() == ADMIN_CANCEL_EVENT)
return
event.run_event(admin_forced = TRUE)
message_admins("[key_name_admin(usr)] has triggered an event. ([event.name])")
log_admin("[key_name(usr)] has triggered an event. ([event.name])")
if("allspecies")
if(!is_funmin)
return
var/result = input(holder, "Please choose a new species","Species") as null|anything in sortTim(GLOB.species_list, GLOBAL_PROC_REF(cmp_text_asc))
if(result)
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Mass Species Change", "[result]"))
log_admin("[key_name(holder)] turned all humans into [result]")
message_admins("\blue [key_name_admin(holder)] turned all humans into [result]")
var/newtype = GLOB.species_list[result]
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
H.set_species(newtype)
if("power")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Power All APCs"))
log_admin("[key_name(holder)] made all areas powered")
message_admins(span_adminnotice("[key_name_admin(holder)] made all areas powered"))
power_restore()
if("unpower")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Depower All APCs"))
log_admin("[key_name(holder)] made all areas unpowered")
message_admins(span_adminnotice("[key_name_admin(holder)] made all areas unpowered"))
power_failure()
if("quickpower")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Power All SMESs"))
log_admin("[key_name(holder)] made all SMESs powered")
message_admins(span_adminnotice("[key_name_admin(holder)] made all SMESs powered"))
power_restore_quick()
if("anon_name")
if(!is_funmin)
return
holder.anon_names()
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Anonymous Names"))
if("tripleAI")
if(!is_funmin)
return
holder.triple_ai()
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Triple AI"))
if("onlyone")
if(!is_funmin)
return
var/response = tgui_alert(usr,"Delay by 40 seconds?", "There can, in fact, only be one", list("Instant!", HIGHLANDER_DELAY_TEXT))
switch(response)
if("Instant!")
holder.only_one()
if(HIGHLANDER_DELAY_TEXT)
holder.only_one_delayed()
else
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("There Can Be Only One"))
if("guns")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Summon Guns"))
var/survivor_probability = 0
switch(tgui_alert(usr,"Do you want this to create survivors antagonists?",,list("No Antags","Some Antags","All Antags!")))
if("Some Antags")
survivor_probability = 25
if("All Antags!")
survivor_probability = 100
summon_guns(holder.mob, survivor_probability)
if("magic")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Summon Magic"))
var/survivor_probability = 0
switch(tgui_alert(usr,"Do you want this to create magician antagonists?",,list("No Antags","Some Antags","All Antags!")))
if("Some Antags")
survivor_probability = 25
if("All Antags!")
survivor_probability = 100
summon_magic(holder.mob, survivor_probability)
if("towerOfBabel")
if(!is_funmin)
return
if(tgui_alert(usr,"Would you like to randomize language for everyone?",,list("Yes","No")) == "Yes")
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Tower of babel"))
holder.tower_of_babel()
if("cureTowerOfBabel")
if(!is_funmin)
return
holder.tower_of_babel_undo()
if("events")
if(!is_funmin)
return
if(SSevents.wizardmode)
switch(tgui_alert(usr,"What would you like to do?",,list("Intensify Summon Events","Turn Off Summon Events","Nothing")))
if("Intensify Summon Events")
summon_events(holder)
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Summon Events", "Intensify"))
if("Turn Off Summon Events")
SSevents.toggleWizardmode()
SSevents.resetFrequency()
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Summon Events", "Disable"))
else
if(tgui_alert(usr,"Do you want to toggle summon events on?",,list("Yes","No")) == "Yes")
summon_events(holder)
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Summon Events", "Activate"))
if("eagles")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Egalitarian Station"))
for(var/obj/machinery/door/airlock/W as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/airlock))
if(is_station_level(W.z) && !istype(get_area(W), /area/station/command) && !istype(get_area(W), /area/station/commons) && !istype(get_area(W), /area/station/service) && !istype(get_area(W), /area/station/command/heads_quarters) && !istype(get_area(W), /area/station/security/prison))
W.req_access = list()
message_admins("[key_name_admin(holder)] activated Egalitarian Station mode")
priority_announce("CentCom airlock control override activated. Please take this time to get acquainted with your coworkers.", null, SSstation.announcer.get_rand_report_sound())
if("ancap")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Anarcho-capitalist Station"))
SSeconomy.full_ancap = !SSeconomy.full_ancap
message_admins("[key_name_admin(holder)] toggled Anarcho-capitalist mode")
if(SSeconomy.full_ancap)
priority_announce("The NAP is now in full effect.", null, SSstation.announcer.get_rand_report_sound())
else
priority_announce("The NAP has been revoked.", null, SSstation.announcer.get_rand_report_sound())
if("blackout")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Break All Lights"))
message_admins("[key_name_admin(holder)] broke all lights")
for(var/obj/machinery/light/L as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/light))
L.break_light_tube()
CHECK_TICK
if("whiteout")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Fix All Lights"))
message_admins("[key_name_admin(holder)] fixed all lights")
for(var/obj/machinery/light/L as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/light))
L.fix()
CHECK_TICK
if("customportal")
if(!is_funmin)
return
var/list/settings = list(
"mainsettings" = list(
"typepath" = list("desc" = "Path to spawn", "type" = "datum", "path" = "/mob/living", "subtypesonly" = TRUE, "value" = /mob/living/basic/bee),
"humanoutfit" = list("desc" = "Outfit if human", "type" = "datum", "path" = "/datum/outfit", "subtypesonly" = TRUE, "value" = /datum/outfit),
"amount" = list("desc" = "Number per portal", "type" = "number", "value" = 1),
"portalnum" = list("desc" = "Number of total portals", "type" = "number", "value" = 10),
"offerghosts" = list("desc" = "Get ghosts to play mobs", "type" = "boolean", "value" = "No"),
"minplayers" = list("desc" = "Minimum number of ghosts", "type" = "number", "value" = 1),
"playersonly" = list("desc" = "Only spawn ghost-controlled mobs", "type" = "boolean", "value" = "No"),
"ghostpoll" = list("desc" = "Ghost poll question", "type" = "string", "value" = "Do you want to play as %TYPE% portal invader?"),
"delay" = list("desc" = "Time between portals, in deciseconds", "type" = "number", "value" = 50),
"color" = list("desc" = "Portal color", "type" = "color", "value" = COLOR_VIBRANT_LIME),
"playlightning" = list("desc" = "Play lightning sounds on announcement", "type" = "boolean", "value" = "Yes"),
"announce_players" = list("desc" = "Make an announcement", "type" = "boolean", "value" = "Yes"),
"announcement" = list("desc" = "Announcement", "type" = "string", "value" = "Massive bluespace anomaly detected en route to %STATION%. Brace for impact."),
)
)
message_admins("[key_name(holder)] is creating a custom portal storm...")
var/list/prefreturn = presentpreflikepicker(holder,"Customize Portal Storm", "Customize Portal Storm", Button1="Ok", width = 600, StealFocus = 1,Timeout = 0, settings=settings)
if (prefreturn["button"] == 1)
var/list/prefs = settings["mainsettings"]
if (prefs["amount"]["value"] < 1 || prefs["portalnum"]["value"] < 1)
to_chat(holder, span_warning("Number of portals and mobs to spawn must be at least 1."), confidential = TRUE)
return
var/mob/pathToSpawn = prefs["typepath"]["value"]
if (!ispath(pathToSpawn))
pathToSpawn = text2path(pathToSpawn)
if (!ispath(pathToSpawn))
to_chat(holder, span_notice("Invalid path [pathToSpawn]."), confidential = TRUE)
return
var/list/candidates = list()
if (prefs["offerghosts"]["value"] == "Yes")
candidates = SSpolling.poll_ghost_candidates(replacetext(prefs["ghostpoll"]["value"], "%TYPE%", initial(pathToSpawn.name)), check_jobban = ROLE_TRAITOR, alert_pic = pathToSpawn, role_name_text = "portal storm")
if (prefs["playersonly"]["value"] == "Yes" && length(candidates) < prefs["minplayers"]["value"])
message_admins("Not enough players signed up to create a portal storm, the minimum was [prefs["minplayers"]["value"]] and the number of signups [length(candidates)]")
return
if (prefs["announce_players"]["value"] == "Yes")
portalAnnounce(prefs["announcement"]["value"], (prefs["playlightning"]["value"] == "Yes" ? TRUE : FALSE))
var/list/storm_appearances = list()
for(var/offset in 0 to SSmapping.max_plane_offset)
var/mutable_appearance/storm = mutable_appearance('icons/obj/machines/engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER)
SET_PLANE_W_SCALAR(storm, ABOVE_GAME_PLANE, offset)
storm.color = prefs["color"]["value"]
storm_appearances += storm
message_admins("[key_name_admin(holder)] has created a customized portal storm that will spawn [prefs["portalnum"]["value"]] portals, each of them spawning [prefs["amount"]["value"]] of [pathToSpawn]")
log_admin("[key_name(holder)] has created a customized portal storm that will spawn [prefs["portalnum"]["value"]] portals, each of them spawning [prefs["amount"]["value"]] of [pathToSpawn]")
var/outfit = prefs["humanoutfit"]["value"]
if (!ispath(outfit))
outfit = text2path(outfit)
for (var/i in 1 to prefs["portalnum"]["value"])
if (length(candidates)) // if we're spawning players, gotta be a little tricky and also not spawn players on top of NPCs
var/ghostcandidates = list()
for (var/j in 1 to min(prefs["amount"]["value"], length(candidates)))
ghostcandidates += pick_n_take(candidates)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(doPortalSpawn), get_random_station_turf(), pathToSpawn, length(ghostcandidates), storm_appearances, ghostcandidates, outfit), i*prefs["delay"]["value"])
else if (prefs["playersonly"]["value"] != "Yes")
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(doPortalSpawn), get_random_station_turf(), pathToSpawn, prefs["amount"]["value"], storm_appearances, null, outfit), i*prefs["delay"]["value"])
if("changebombcap")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Bomb Cap"))
var/newBombCap = input(holder,"What would you like the new bomb cap to be. (entered as the light damage range (the 3rd number in common (1,2,3) notation)) Must be above 4)", "New Bomb Cap", GLOB.MAX_EX_LIGHT_RANGE) as num|null
if (!CONFIG_SET(number/bombcap, newBombCap))
return
message_admins(span_boldannounce("[key_name_admin(holder)] changed the bomb cap to [GLOB.MAX_EX_DEVESTATION_RANGE], [GLOB.MAX_EX_HEAVY_RANGE], [GLOB.MAX_EX_LIGHT_RANGE]"))
log_admin("[key_name(holder)] changed the bomb cap to [GLOB.MAX_EX_DEVESTATION_RANGE], [GLOB.MAX_EX_HEAVY_RANGE], [GLOB.MAX_EX_LIGHT_RANGE]")
//buttons that are fun for exactly you and nobody else.
if("monkey")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Monkeyize All Humans"))
message_admins("[key_name_admin(holder)] made everyone into monkeys.")
log_admin("[key_name_admin(holder)] made everyone into monkeys.")
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
INVOKE_ASYNC(H, TYPE_PROC_REF(/mob/living/carbon, monkeyize))
if("antag_all")
if(!is_funmin)
return
if(!SSticker.HasRoundStarted())
tgui_alert(usr,"The game hasn't started yet!")
return
if(GLOB.everyone_an_antag)
var/are_we_antagstacking = tgui_alert(usr, "The everyone is antag secret has already been triggered. Do you want to stack antags?", "DANGER ZONE. Are you sure about this?", list("Confirm", "Abort"))
if(are_we_antagstacking != "Confirm")
return
var/chosen_antag = tgui_input_list(usr, "Choose antag", "Chose antag", list(ROLE_TRAITOR, ROLE_CHANGELING, ROLE_HERETIC, ROLE_CULTIST, ROLE_NINJA, ROLE_WIZARD, ROLE_NIGHTMARE))
if(!chosen_antag)
return
var/objective = tgui_input_text(usr, "Enter an objective", "Objective")
if(!objective)
return
var/confirmation = tgui_alert(usr, "Make everyone in to [chosen_antag] with objective: [objective]", "Are you sure about this?", list("Confirm", "Abort"))
if(confirmation != "Confirm")
return
var/keep_generic_objecives = tgui_alert(usr, "Generate normal objectives?", "Give default objectives?", list("Yes", "No"))
keep_generic_objecives = (keep_generic_objecives != "Yes") ? FALSE : TRUE
GLOB.everyone_an_antag = new /datum/everyone_is_an_antag_controller(chosen_antag, objective, keep_generic_objecives)
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("[chosen_antag] All", "[objective]"))
for(var/mob/living/player in GLOB.player_list)
GLOB.everyone_an_antag.make_antag(null, player)
message_admins(span_adminnotice("[key_name_admin(holder)] used everyone is antag secret. Antag is [chosen_antag]. Objective is [objective]. Generate default objectives: [keep_generic_objecives]"))
log_admin("[key_name(holder)] used everyone is antag secret: [chosen_antag] . Objective is [objective]. Generate default objectives: [keep_generic_objecives]. ")
if("massbraindamage")
if(!is_funmin)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Mass Braindamage"))
for(var/mob/living/carbon/human/H in GLOB.player_list)
to_chat(H, span_boldannounce("You suddenly feel stupid."), confidential = TRUE)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60, 80)
message_admins("[key_name_admin(holder)] made everybody brain damaged")
if("floorlava")
SSweather.run_weather(/datum/weather/floor_is_lava)
if("anime")
if(!is_funmin)
return
var/animetype = tgui_alert(usr,"Would you like to have the clothes be changed?",,list("Yes","No","Cancel"))
var/droptype
if(animetype == "Yes")
droptype = tgui_alert(usr,"Make the uniforms Nodrop?",,list("Yes","No","Cancel"))
if(animetype == "Cancel" || droptype == "Cancel")
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Chinese Cartoons"))
message_admins("[key_name_admin(holder)] made everything kawaii.")
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
SEND_SOUND(H, sound(SSstation.announcer.event_sounds[ANNOUNCER_ANIMES]))
if(H.dna.species.id == SPECIES_HUMAN)
if(H.dna.features["tail_human"] == "None" || H.dna.features["ears"] == "None")
var/obj/item/organ/internal/ears/cat/ears = new
var/obj/item/organ/external/tail/cat/tail = new
ears.Insert(H, movement_flags = DELETE_IF_REPLACED)
tail.Insert(H, movement_flags = DELETE_IF_REPLACED)
var/list/honorifics = list("[MALE]" = list("kun"), "[FEMALE]" = list("chan","tan"), "[NEUTER]" = list("san"), "[PLURAL]" = list("san")) //John Robust -> Robust-kun
var/list/names = splittext(H.real_name," ")
var/forename = names.len > 1 ? names[2] : names[1]
var/newname = "[forename]-[pick(honorifics["[H.gender]"])]"
H.fully_replace_character_name(H.real_name,newname)
H.update_body_parts()
if(animetype == "Yes")
var/seifuku = pick(typesof(/obj/item/clothing/under/costume/schoolgirl))
var/obj/item/clothing/under/costume/schoolgirl/I = new seifuku
var/olduniform = H.w_uniform
H.temporarilyRemoveItemFromInventory(H.w_uniform, TRUE, FALSE)
H.equip_to_slot_or_del(I, ITEM_SLOT_ICLOTHING)
qdel(olduniform)
if(droptype == "Yes")
ADD_TRAIT(I, TRAIT_NODROP, ADMIN_TRAIT)
else
to_chat(H, span_warning("You're not kawaii enough for this!"), confidential = TRUE)
if("masspurrbation")
if(!is_funmin)
return
mass_purrbation()
message_admins("[key_name_admin(holder)] has put everyone on \
purrbation!")
log_admin("[key_name(holder)] has put everyone on purrbation.")
if("massremovepurrbation")
if(!is_funmin)
return
mass_remove_purrbation()
message_admins("[key_name_admin(holder)] has removed everyone from \
purrbation.")
log_admin("[key_name(holder)] has removed everyone from purrbation.")
if("massimmerse")
if(!is_funmin)
return
mass_immerse()
message_admins("[key_name_admin(holder)] has Fully Immersed \
everyone!")
log_admin("[key_name(holder)] has Fully Immersed everyone.")
if("unmassimmerse")
if(!is_funmin)
return
mass_immerse(remove=TRUE)
message_admins("[key_name_admin(holder)] has Un-Fully Immersed \
everyone!")
log_admin("[key_name(holder)] has Un-Fully Immersed everyone.")
if("makeNerd")
var/spawnpoint = pick(GLOB.blobstart)
var/list/mob/dead/observer/candidates
var/mob/dead/observer/chosen_candidate
var/mob/living/basic/drone/nerd
var/teamsize
teamsize = input(usr, "How many drones?", "N.E.R.D. team size", 2) as num|null
if(teamsize <= 0)
return FALSE
candidates = SSpolling.poll_ghost_candidates("Do you wish to be considered for a [span_notice("Nanotrasen emergency response drone")]?", check_jobban = ROLE_DRONE, alert_pic = /mob/living/basic/drone/classic, role_name_text = "nanotrasen emergency response drone")
if(length(candidates) == 0)
return FALSE
while(length(candidates) && teamsize)
chosen_candidate = pick(candidates)
candidates -= chosen_candidate
nerd = new /mob/living/basic/drone/classic(spawnpoint)
nerd.key = chosen_candidate.key
nerd.log_message("has been selected as a Nanotrasen emergency response drone.", LOG_GAME)
teamsize--
return TRUE
if("ctf_instagib")
if(!is_funmin)
return
if(GLOB.ctf_games.len <= 0)
tgui_alert(usr, "No CTF games are set up.")
return
var/selected_game = tgui_input_list(usr, "Select a CTF game to ruin.", "Instagib Mode", GLOB.ctf_games)
if(isnull(selected_game))
return
var/datum/ctf_controller/ctf_controller = GLOB.ctf_games[selected_game]
var/choice = tgui_alert(usr, "[ctf_controller.instagib_mode ? "Return to standard" : "Enable instagib"] mode?", "Instagib Mode", list("Yes", "No"))
if(choice != "Yes")
return
ctf_controller.toggle_instagib_mode()
message_admins("[key_name_admin(holder)] [ctf_controller.instagib_mode ? "enabled" : "disabled"] instagib mode in CTF game: [selected_game]")
log_admin("[key_name_admin(holder)] [ctf_controller.instagib_mode ? "enabled" : "disabled"] instagib mode in CTF game: [selected_game]")
if("mass_heal")
if(!is_funmin)
return
var/heal_mobs = tgui_alert(usr, "Heal all mobs and return ghosts to their bodies?", "Mass Healing", list("Yes", "No"))
if(!heal_mobs || heal_mobs != "Yes")
return
for(var/mob/dead/observer/ghost in GLOB.player_list) //Return all ghosts if possible
if(!ghost.mind || !ghost.mind.current) //won't do anything if there is no body
continue
ghost.reenter_corpse()
for(var/mob/living/player in GLOB.player_list)
player.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)
sound_to_playing_players('sound/effects/pray_chaplain.ogg')
message_admins("[key_name_admin(holder)] healed everyone.")
log_admin("[key_name(holder)] healed everyone.")
if(E)
E.processing = FALSE
if(E.announce_when>0)
switch(tgui_alert(holder, "Would you like to alert the crew?", "Alert", list("Yes", "No", "Cancel")))
if("Yes")
E.announce_chance = 100
if("Cancel")
E.kill()
return
if("No")
E.announce_chance = 0
E.processing = TRUE
if(holder)
log_admin("[key_name(holder)] used secret: [action].")
#undef THUNDERDOME_TEMPLATE_FILE
#undef HIGHLANDER_DELAY_TEXT
/proc/portalAnnounce(announcement, playlightning)
set waitfor = FALSE
if (playlightning)
sound_to_playing_players('sound/magic/lightning_chargeup.ogg')
sleep(8 SECONDS)
priority_announce(replacetext(announcement, "%STATION%", station_name()))
if (playlightning)
sleep(2 SECONDS)
sound_to_playing_players('sound/magic/lightningbolt.ogg')
/// Spawns a portal storm that spawns in sentient/non sentient mobs
/// portal_appearance is a list in the form (turf's plane offset + 1) -> appearance to use
/proc/doPortalSpawn(turf/loc, mobtype, numtospawn, list/portal_appearance, players, humanoutfit)
for (var/i in 1 to numtospawn)
var/mob/spawnedMob = new mobtype(loc)
if (length(players))
var/mob/chosen = players[1]
if (chosen.client)
chosen.client.prefs.safe_transfer_prefs_to(spawnedMob, is_antag = TRUE)
spawnedMob.key = chosen.key
players -= chosen
if (ishuman(spawnedMob) && ispath(humanoutfit, /datum/outfit))
var/mob/living/carbon/human/H = spawnedMob
H.equipOutfit(humanoutfit)
var/turf/T = get_step(loc, SOUTHWEST)
T.flick_overlay_static(portal_appearance[GET_TURF_PLANE_OFFSET(T) + 1], 15)
playsound(T, 'sound/magic/lightningbolt.ogg', rand(80, 100), TRUE)
/datum/everyone_is_an_antag_controller
var/chosen_antag = ""
var/objective = ""
var/keep_generic_objecives
/datum/everyone_is_an_antag_controller/New(chosen_antag, objective, keep_generic_objecives)
. = ..()
src.chosen_antag = chosen_antag
src.objective = objective
src.keep_generic_objecives = keep_generic_objecives
RegisterSignal(SSdcs, COMSIG_GLOB_CREWMEMBER_JOINED, PROC_REF(make_antag_delay))
/datum/everyone_is_an_antag_controller/Destroy()
UnregisterSignal(SSdcs, COMSIG_GLOB_CREWMEMBER_JOINED)
return ..()
/datum/everyone_is_an_antag_controller/proc/assign_admin_objective_and_antag(mob/living/player, datum/antagonist/antag_datum)
var/datum/objective/new_objective = new(objective)
new_objective.team = player
new_objective.team_explanation_text = objective
antag_datum.objectives += new_objective
player.mind.add_antag_datum(antag_datum)
/datum/everyone_is_an_antag_controller/proc/make_antag_delay(datum/source, mob/living/player)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(make_antag), source, player)
/datum/everyone_is_an_antag_controller/proc/make_antag(datum/source, mob/living/player)
if(player.stat == DEAD || !player.mind)
return
sleep(1)
if(ishuman(player))
switch(chosen_antag)
if(ROLE_TRAITOR)
var/datum/antagonist/traitor/antag_datum = new(give_objectives = keep_generic_objecives)
assign_admin_objective_and_antag(player, antag_datum)
var/datum/uplink_handler/uplink = antag_datum.uplink_handler
uplink.has_progression = FALSE
uplink.has_objectives = FALSE
if(ROLE_CHANGELING)
var/datum/antagonist/changeling/antag_datum = new
antag_datum.give_objectives = keep_generic_objecives
assign_admin_objective_and_antag(player, antag_datum)
if(ROLE_HERETIC)
var/datum/antagonist/heretic/antag_datum = new
antag_datum.give_objectives = keep_generic_objecives
assign_admin_objective_and_antag(player, antag_datum)
if(ROLE_CULTIST)
var/datum/antagonist/cult/antag_datum = new
assign_admin_objective_and_antag(player, antag_datum)
if(ROLE_NINJA)
var/datum/antagonist/ninja/antag_datum = new
antag_datum.give_objectives = keep_generic_objecives
for(var/obj/item/item_to_drop in player)
if(!istype(item_to_drop, /obj/item/implant)) //avoid removing implanted uplinks
player.dropItemToGround(item_to_drop, FALSE)
assign_admin_objective_and_antag(player, antag_datum)
if(ROLE_WIZARD)
var/datum/antagonist/wizard/antag_datum = new
antag_datum.give_objectives = keep_generic_objecives
antag_datum.move_to_lair = FALSE
for(var/obj/item/item_to_drop in player) //avoid deleting player's items
if(!istype(item_to_drop, /obj/item/implant))
player.dropItemToGround(item_to_drop, FALSE)
assign_admin_objective_and_antag(player, antag_datum)
if(ROLE_NIGHTMARE)
var/datum/antagonist/nightmare/antag_datum = new
assign_admin_objective_and_antag(player, antag_datum)
player.set_species(/datum/species/shadow/nightmare)
else if(isAI(player))
var/datum/antagonist/malf_ai/antag_datum = new
antag_datum.give_objectives = keep_generic_objecives
assign_admin_objective_and_antag(player, antag_datum)