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Bubberstation/code/modules/tutorials/_tutorial.dm
LemonInTheDark f2db304b6c Adds In Game Rank Editing (Permissions Panel Cleanup) (#91873)
## About The Pull Request

Ok there's a lot here, sorry bout that.

- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db

I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.

## Why It's Good For The Game

I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.

Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4

## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-07-04 16:33:06 -04:00

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/// The base for a contextual tutorial.
/// In order to give a tutorial to someone, use `SStutorials.suggest_tutorial(user, /datum/tutorial/subtype)`
/datum/tutorial
/// If set, any account who started playing before this date will not be given this tutorial.
/// Date is in YYYY-MM-DD format.
var/grandfather_date
/// The mob we are giving the tutorial to
VAR_PROTECTED/mob/user
VAR_PRIVATE/atom/movable/screen/tutorial_instruction/instruction_screen
VAR_PRIVATE/atom/movable/screen/tutorial_skip/skip_button
/datum/tutorial/New(mob/user)
src.user = user
RegisterSignals(user, list(COMSIG_QDELETING, COMSIG_MOB_LOGOUT), PROC_REF(destroy_self))
/datum/tutorial/Destroy(force)
user.client?.screen -= instruction_screen
user.client?.screen -= skip_button
QDEL_NULL(instruction_screen)
QDEL_NULL(skip_button)
user = null
return ..()
/// Gets the [`/datum/tutorial_manager`] that owns this tutorial.
/datum/tutorial/proc/manager()
RETURN_TYPE(/datum/tutorial_manager)
return SStutorials.tutorial_managers[type]
/// The actual steps of the tutorial. Is given any excess arguments of suggest_tutorial.
/// Must be overridden.
/datum/tutorial/proc/perform()
SHOULD_CALL_PARENT(FALSE)
CRASH("[type] does not override perform()")
/// Returns TRUE/FALSE if this tutorial should be given.
/// If FALSE, does not mean it won't come back later.
/datum/tutorial/proc/should_perform()
SHOULD_CALL_PARENT(FALSE)
return TRUE
/// Called by the tutorial when the user has successfully completed it.
/// Will mark it as completed in the datbaase and kick off destruction of the tutorial.
/datum/tutorial/proc/complete()
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
manager().complete(user)
perform_base_completion_effects()
/// As opposed to `complete()`, this merely hides the tutorial.
/// This should be used when the user doesn't need the tutorial anymore, but didn't
/// actually properly finish it.
/datum/tutorial/proc/dismiss()
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
manager().dismiss(user)
perform_base_completion_effects()
#define INSTRUCTION_SCREEN_DELAY (1 SECONDS)
/datum/tutorial/proc/perform_base_completion_effects()
SHOULD_NOT_OVERRIDE(TRUE)
var/delay = perform_completion_effects_with_delay()
if (!isnull(instruction_screen))
animate(instruction_screen, time = INSTRUCTION_SCREEN_DELAY, alpha = 0, easing = SINE_EASING)
animate(skip_button, time = INSTRUCTION_SCREEN_DELAY, alpha = 0, easing = SINE_EASING)
delay += INSTRUCTION_SCREEN_DELAY
QDEL_IN(src, delay)
/// Called when the tutorial is being hidden, but before it is deleted.
/// You should unregister signals and fade out any of your creations in here.
/// Returns how long extra to delay the deletion.
/datum/tutorial/proc/perform_completion_effects_with_delay()
SHOULD_CALL_PARENT(FALSE)
PROTECTED_PROC(TRUE)
return 0
#undef INSTRUCTION_SCREEN_DELAY
/datum/tutorial/proc/destroy_self()
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
manager().dismiss(user)
qdel(src)
/// Shows a large piece of text on the user's screen with the given message.
/// If a message already exists, will fade it out and replace it.
/datum/tutorial/proc/show_instruction(message)
PROTECTED_PROC(TRUE)
if(isnull(skip_button))
skip_button = new
user.client?.screen += skip_button
RegisterSignal(skip_button, COMSIG_SCREEN_ELEMENT_CLICK, PROC_REF(dismiss))
if (isnull(instruction_screen))
instruction_screen = new(null, null, message, user.client)
user.client?.screen += instruction_screen
else
instruction_screen.change_message(message)
/// Given a keybind and a message, will replace %KEY% in `message` with the first keybind they have.
/// As a fallback, will return the third parameter, `message_without_keybinds`, if none are set.
/datum/tutorial/proc/keybinding_message(datum/keybinding/keybinding_type, message, message_without_keybinds)
PROTECTED_PROC(TRUE)
var/list/keybinds = user.client?.prefs.key_bindings[initial(keybinding_type.name)]
return keybinds?.len > 0 ? replacetext(message, "%KEY%", "<b>[keybinds[1]]</b>") : message_without_keybinds
/// Creates a UI element with the given `icon_state`, starts it at `initial_screen_loc`, and animates it to `target_screen_loc`.
/// Waits `animate_start_time` before moving.
/datum/tutorial/proc/animate_ui_element(icon_state, initial_screen_loc, target_screen_loc, animate_start_time)
PROTECTED_PROC(TRUE)
var/atom/movable/screen/preview = new
preview.icon = ui_style2icon(user.client?.prefs.read_preference(/datum/preference/choiced/ui_style) || GLOB.available_ui_styles[1])
preview.icon_state = icon_state
preview.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
preview.screen_loc = "1,1"
var/view = user.client?.view
var/list/origin_offsets = screen_loc_to_offset(initial_screen_loc, view)
// A little offset to the right
var/matrix/origin_transform = TRANSLATE_MATRIX(origin_offsets[1] - ICON_SIZE_X * 0.5, origin_offsets[2] - ICON_SIZE_Y * 1.5)
var/list/target_offsets = screen_loc_to_offset(target_screen_loc, view)
// `- world.icon_Size * 0.5` to patch over a likely bug in screen_loc_to_offset with CENTER, needs more looking at
var/matrix/animate_to_transform = TRANSLATE_MATRIX(target_offsets[1] - ICON_SIZE_X * 1.5, target_offsets[2] - ICON_SIZE_Y)
preview.transform = origin_transform
preview.alpha = 0
animate(preview, time = animate_start_time, alpha = 255, easing = CUBIC_EASING)
animate(1.4 SECONDS)
animate(transform = animate_to_transform, time = 2 SECONDS, easing = SINE_EASING | EASE_IN)
animate(alpha = 0, time = 2.4 SECONDS, easing = CUBIC_EASING | EASE_IN, flags = ANIMATION_PARALLEL)
user.client?.screen += preview
return preview
/// A singleton that manages when to create tutorials of a specific tutorial type.
/datum/tutorial_manager
VAR_PRIVATE/datum/tutorial/tutorial_type
/// ckeys that we know have finished the tutorial
VAR_PRIVATE/list/finished_ckeys = list()
/// ckeys that have performed the tutorial, but have not completed it.
/// Doesn't mean that they can still see the tutorial, might have meant the tutorial was dismissed
/// without being completed, such as during a log out.
VAR_PRIVATE/list/performing_ckeys = list()
/datum/tutorial_manager/New(tutorial_type)
ASSERT(ispath(tutorial_type, /datum/tutorial))
src.tutorial_type = tutorial_type
/datum/tutorial_manager/Destroy(force)
if (!force)
stack_trace("Something is trying to destroy [type], which is a singleton")
return QDEL_HINT_LETMELIVE
return ..()
/// Checks if we should perform the tutorial for the given user, and performs if so.
/// Use `SStutorials.suggest_tutorial` instead of calling this directly.
/datum/tutorial_manager/proc/try_perform(mob/user, list/arguments)
var/datum/tutorial/tutorial = new tutorial_type(user)
if (!tutorial.should_perform(user))
qdel(tutorial)
return
performing_ckeys[user.ckey] = TRUE
tutorial.perform(arglist(arguments))
/// Checks if the user should be given this tutorial
/datum/tutorial_manager/proc/should_run(mob/user)
var/ckey = user.ckey
if (isnull(ckey))
return FALSE
if (ckey in finished_ckeys)
return FALSE
if (ckey in performing_ckeys)
return FALSE
if (!SSdbcore.IsConnected())
return CONFIG_GET(flag/give_tutorials_without_db)
var/player_join_date = user.client?.player_join_date
if (isnull(player_join_date))
return FALSE
// This works because ISO-8601 is cool
var/grandfather_date = initial(tutorial_type.grandfather_date)
if (!isnull(grandfather_date) && player_join_date < grandfather_date)
return FALSE
return TRUE
/// Marks the tutorial as completed.
/// Call `/datum/tutorial/proc/complete()` instead.
/datum/tutorial_manager/proc/complete(mob/user)
set waitfor = FALSE
ASSERT(!isnull(user.ckey))
finished_ckeys[user.ckey] = TRUE
performing_ckeys -= user.ckey
SSblackbox.record_feedback("tally", "tutorial_completed", 1, "[tutorial_type]")
log_game("[key_name(user)] completed the [tutorial_type] tutorial.")
if (SSdbcore.IsConnected())
INVOKE_ASYNC(src, PROC_REF(log_completion_to_database), user.ckey)
/datum/tutorial_manager/proc/log_completion_to_database(ckey)
PRIVATE_PROC(TRUE)
var/datum/db_query/insert_tutorial_query = SSdbcore.NewQuery(
"INSERT INTO [format_table_name("tutorial_completions")] (ckey, tutorial_key) VALUES (:ckey, :tutorial_key) ON DUPLICATE KEY UPDATE tutorial_key = tutorial_key",
list(
"ckey" = ckey,
"tutorial_key" = get_key(),
)
)
insert_tutorial_query.warn_execute()
QDEL_NULL(insert_tutorial_query)
/// Dismisses the tutorial, not marking it as completed in the database.
/// Call `/datum/tutorial/proc/dismiss()` instead.
/datum/tutorial_manager/proc/dismiss(mob/user)
// this can be null in some disconnect/mob logout cases so we use some fallbacks
var/user_ckey = user.ckey
if(!user_ckey && user.canon_client)
user_ckey = user.canon_client.ckey
if(!user_ckey && user.mind?.key)
user_ckey = ckey(user.mind.key)
performing_ckeys -= user_ckey
/// Given a ckey, will mark them as being completed without affecting the database.
/// Call `/datum/tutorial/proc/complete()` instead.
/datum/tutorial_manager/proc/mark_as_completed(ckey)
finished_ckeys[ckey] = TRUE
performing_ckeys -= ckey
/// Gives the key that will be saved in the database.
/// Must be 64 characters or less.
/datum/tutorial_manager/proc/get_key()
SHOULD_BE_PURE(TRUE)
return copytext("[tutorial_type]", length("[/datum/tutorial]") + 2)