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Bubberstation/code/game/objects/structures/mirror.dm
SkyratBot a31e4bedfa [MIRROR] Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! [MDB IGNORE] (#9131)
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)

While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.

* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-10-29 21:07:21 +01:00

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//wip wip wup
/obj/structure/mirror
name = "mirror"
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = FALSE
anchored = TRUE
max_integrity = 200
integrity_failure = 0.5
/obj/structure/mirror/directional/north
dir = SOUTH
pixel_y = 28
/obj/structure/mirror/directional/south
dir = NORTH
pixel_y = -28
/obj/structure/mirror/directional/east
dir = WEST
pixel_x = 28
/obj/structure/mirror/directional/west
dir = EAST
pixel_x = -28
/obj/structure/mirror/Initialize(mapload)
. = ..()
if(icon_state == "mirror_broke" && !broken)
atom_break(null, mapload)
/* SKYRAT EDIT REMOVAL
/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(broken || !Adjacent(user))
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
//see code/modules/mob/dead/new_player/preferences.dm at approx line 545 for comments!
//this is largely copypasted from there.
//handle facial hair (if necessary)
if(H.gender != FEMALE)
var/new_style = input(user, "Select a facial hairstyle", "Grooming") as null|anything in GLOB.facial_hairstyles_list
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return //no tele-grooming
if(new_style)
H.facial_hairstyle = new_style
else
H.facial_hairstyle = "Shaved"
//handle normal hair
var/new_style = input(user, "Select a hairstyle", "Grooming") as null|anything in GLOB.hairstyles_list
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return //no tele-grooming
if(HAS_TRAIT(H, TRAIT_BALD))
to_chat(H, span_notice("If only growing back hair were that easy for you..."))
if(new_style)
H.hairstyle = new_style
H.update_hair()
*/
/obj/structure/mirror/examine_status(mob/user)
if(broken)
return list()// no message spam
return ..()
/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
if(broken || !istype(user) || !I.force)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
user.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
/obj/structure/mirror/bullet_act(obj/projectile/P)
if(broken || !isliving(P.firer) || !P.damage)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
var/mob/living/unlucky_dude = P.firer
to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
unlucky_dude.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
/obj/structure/mirror/atom_break(damage_flag, mapload)
. = ..()
if(broken || (flags_1 & NODECONSTRUCT_1))
return
icon_state = "mirror_broke"
if(!mapload)
playsound(src, "shatter", 70, TRUE)
if(desc == initial(desc))
desc = "Oh no, seven years of bad luck!"
broken = TRUE
/obj/structure/mirror/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!disassembled)
new /obj/item/shard( src.loc )
qdel(src)
/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
..()
if(user.combat_mode)
return FALSE
if(!broken)
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 10, volume=50))
to_chat(user, span_notice("You repair [src]."))
broken = 0
icon_state = initial(icon_state)
desc = initial(desc)
return TRUE
/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
if(BURN)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
/obj/structure/mirror/magic
name = "magic mirror"
desc = "Turn and face the strange... face."
icon_state = "magic_mirror"
var/list/choosable_races = list()
/obj/structure/mirror/magic/Initialize(mapload)
. = ..()
if(!choosable_races.len)
for(var/datum/species/species_type as anything in subtypesof(/datum/species))
if(initial(species_type.changesource_flags) & MIRROR_MAGIC)
choosable_races += initial(species_type.name)
choosable_races = sort_list(choosable_races)
/obj/structure/mirror/magic/lesser/Initialize(mapload)
choosable_races = get_selectable_species().Copy()
return ..()
/obj/structure/mirror/magic/badmin/Initialize(mapload)
for(var/datum/species/species_type as anything in subtypesof(/datum/species))
if(initial(species_type.changesource_flags) & MIRROR_BADMIN)
choosable_races += initial(species_type.name)
return ..()
/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
var/choice = input(user, "Something to change?", "Magical Grooming") as null|anything in list("name", "race", "gender", "hair", "eyes")
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
switch(choice)
if("name")
var/newname = sanitize_name(stripped_input(H, "Who are we again?", "Name change", H.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
if(!newname)
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.real_name = newname
H.name = newname
if(H.dna)
H.dna.real_name = newname
if(H.mind)
H.mind.name = newname
if("race")
var/newrace
var/racechoice = input(H, "What are we again?", "Race change") as null|anything in choosable_races
newrace = GLOB.species_list[racechoice]
if(!newrace)
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.set_species(newrace, icon_update=0)
if(H.dna.species.use_skintones)
var/new_s_tone = input(user, "Choose your skin tone:", "Race change") as null|anything in GLOB.skin_tones
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(new_s_tone)
H.skin_tone = new_s_tone
H.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
if(MUTCOLORS in H.dna.species.species_traits)
var/new_mutantcolor = input(user, "Choose your skin color:", "Race change",H.dna.features["mcolor"]) as color|null
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(new_mutantcolor)
var/temp_hsv = RGBtoHSV(new_mutantcolor)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
H.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
else
to_chat(H, span_notice("Invalid color. Your color is not bright enough."))
H.update_body()
H.update_hair()
H.update_body_parts()
H.update_mutations_overlay() // no hulk lizard
if("gender")
if(!(H.gender in list("male", "female"))) //blame the patriarchy
return
if(H.gender == "male")
if(tgui_alert(H, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.gender = FEMALE
H.body_type = FEMALE
to_chat(H, span_notice("Man, you feel like a woman!"))
else
return
else
if(tgui_alert(H, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.gender = MALE
H.body_type = MALE
to_chat(H, span_notice("Whoa man, you feel like a man!"))
else
return
H.dna.update_ui_block(DNA_GENDER_BLOCK)
H.update_body()
H.update_mutations_overlay() //(hulk male/female)
if("hair")
var/hairchoice = tgui_alert(H, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(hairchoice == "Style") //So you just want to use a mirror then?
..()
else
var/new_hair_color = input(H, "Choose your hair color", "Hair Color",H.hair_color) as color|null
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(new_hair_color)
H.hair_color = sanitize_hexcolor(new_hair_color)
H.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
if(H.gender == "male")
var/new_face_color = input(H, "Choose your facial hair color", "Hair Color",H.facial_hair_color) as color|null
if(new_face_color)
H.facial_hair_color = sanitize_hexcolor(new_face_color)
H.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
H.update_hair()
H.update_mutant_bodyparts(force_update = TRUE) /// SKYRAT EDIT - Mirrors are no longer scared of colored ears
if(BODY_ZONE_PRECISE_EYES)
var/new_eye_color = input(H, "Choose your eye color", "Eye Color",H.eye_color) as color|null
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(new_eye_color)
H.eye_color = sanitize_hexcolor(new_eye_color)
H.dna.update_ui_block(DNA_EYE_COLOR_BLOCK)
H.update_body()
if(choice)
curse(user)
/obj/structure/mirror/magic/proc/curse(mob/living/user)
return