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https://github.com/VOREStation/VOREStation.git
synced 2026-07-19 11:05:50 +01:00
Adds sanitization, reduces code duplication
* Makes entity_narrate() call entity_narrate_args() with input gleaned from user interface * Sanitizes text input. Multiple times: custom IDs are sanitized on creation * Interface text input sanitized on input * Sanitizes arguments of argument based function as well * Enables multi-line text input when making messages using interface. * Multiline also works with commandline tool using \n
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@@ -35,8 +35,8 @@
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to_chat(usr, "You may not speak for players!")
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log_and_message_admins("attempted to speak for [L.ckey]'s mob", usr)
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return
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var/unique_name = tgui_input_text(usr, "Please give the entity a unique name to track internally. \
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This doesn't override how it appears in game", "tracker", L.name)
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var/unique_name = sanitize(tgui_input_text(usr, "Please give the entity a unique name to track internally. \
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This doesn't override how it appears in game", "tracker", L.name))
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holder.entity_names += unique_name
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holder.entity_refs[unique_name] = L
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log_and_message_admins("added [L.name] for their personal list to narrate", usr) //Logging here to avoid spam, while still safeguarding abuse
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@@ -44,8 +44,8 @@
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//Covering functionality for turfs and objs. We need static type to access the name var
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else if(istype(E, /atom))
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var/atom/A = E
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var/unique_name = tgui_input_text(usr, "Please give the entity a unique name to track internally. \
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This doesn't override how it appears in game", "tracker", A.name)
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var/unique_name = sanitize(tgui_input_text(usr, "Please give the entity a unique name to track internally. \
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This doesn't override how it appears in game", "tracker", A.name))
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holder.entity_names += unique_name
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holder.entity_refs[unique_name] = A
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log_and_message_admins("added [A.name] for their personal list to narrate", usr) //Logging here to avoid spam, while still safeguarding abuse
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@@ -80,6 +80,7 @@
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//Planned to have TGUI functionality
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//For now brings up a list of all entities on our reference list and gives us the option to choose what we wanna do
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//using TGUI/Byond list/alert inputs
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//Does not actually interact with the game world, it passes user input to narrate_mob_args(name, mode, message) after sanitizing
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/client/proc/narrate_mob()
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set name = "Narrate Entity (Interface)"
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set desc = "Send either a visible or audiable message through your chosen entities using an interface"
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@@ -96,44 +97,16 @@
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var/datum/entity_narrate/holder = entity_narrate_holder
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//Obtaining and sanitizing arguments for the actual proc
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var/which_entity = tgui_input_list(usr, "Choose which mob to narrate", "Narrate mob", holder.entity_names, null)
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if(!which_entity) return
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var/mode = tgui_alert(usr, "Speak or emote?", "mode", list("Speak", "Emote", "Cancel"))
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if(mode == "Cancel") return
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var/message = sanitize(tgui_input_text(usr, "Input what you want [which_entity] to say or do", "narrate", null, multiline = TRUE, prevent_enter = TRUE))
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if(message)
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narrate_mob_args(which_entity, mode, message)
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//Separate definition for mob/living and /obj due to .say() code allowing us to engage with languages, stuttering etc
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//We also need this to check for .client
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if(istype(holder.entity_refs[which_entity], /mob/living))
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var/mob/living/our_entity = holder.entity_refs[which_entity]
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if(our_entity.client) //Making sure we can't speak for players
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to_chat(usr, SPAN_NOTICE("You cannot narrate for a player mob!"))
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log_and_message_admins("attempted to speak for [our_entity.ckey]'s mob", usr)
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return
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if(mode == "Speak")
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var/content = tgui_input_text(usr, "Input what you want [our_entity] to say", "narrate", null)
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if(content)
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our_entity.say(content)
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else if(mode == "Emote")
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var/content = tgui_input_text(usr, "Input what you want [our_entity] to do", "narrate", null)
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if(content)
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our_entity.custom_emote(VISIBLE_MESSAGE, content)
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else
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return
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//This does cost us some code duplication, but I think it's worth it.
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//furthermore, objs & turfs require the usr to specify the verb when speaking, otherwise it looks like an emote.
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else if(istype(holder.entity_refs[which_entity], /atom))
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var/atom/our_entity = holder.entity_refs[which_entity]
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if(mode == "Speak")
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var/content = tgui_input_text(usr, "Input what you want [our_entity] to say", "narrate", null)
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if(content)
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our_entity.audible_message("<b>[our_entity.name]</b> [content]")
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else if(mode == "Emote")
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var/content = tgui_input_text(usr, "Input what you want [our_entity] to do", "narrate", null)
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if(content)
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our_entity.visible_message("<b>[our_entity.name]</b> [content]")
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else
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return
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//The actual logic of the verb. Called by narrate_mob() when used.
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/client/proc/narrate_mob_args(name as text, mode as text, message as text)
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set name = "Narrate Entity"
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set desc = "Narrate entities using positional arguments. Name should be as saved in ref list, mode should be Speak or Emote, follow with message"
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@@ -151,6 +124,12 @@
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return
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var/datum/entity_narrate/holder = entity_narrate_holder
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//Sanitizing args
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name = sanitize(name)
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mode = sanitize(mode)
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if(message)
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message = sanitize(message)
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if(!(mode in list("Speak", "Emote")))
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to_chat(usr, SPAN_NOTICE("Valid modes are 'Speak' and 'Emote'."))
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return
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@@ -166,7 +145,7 @@
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log_and_message_admins("attempted to speak for [our_entity.ckey]'s mob", usr)
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return
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if(!message)
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message = tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null)
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message = sanitize(tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null))
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if(message && mode == "Speak")
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our_entity.say(message)
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else if(message && mode == "Emote")
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@@ -179,7 +158,7 @@
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else if(istype(holder.entity_refs[name], /atom))
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var/atom/our_entity = holder.entity_refs[name]
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if(!message)
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message = tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null)
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message = sanitize(tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null))
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if(message && mode == "Speak")
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our_entity.audible_message("<b>[our_entity.name]</b> [message]")
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else if(message && mode == "Emote")
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