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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
122 lines
4.3 KiB
Plaintext
122 lines
4.3 KiB
Plaintext
// All the procs that admins can use to view something like a global list in a cleaner manner than just View Variables are contained in this file.
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/datum/admins/proc/list_bombers()
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if(!SSticker.HasRoundStarted())
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tgui_alert(usr, "The game hasn't started yet!")
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return
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var/data = "<b>Bombing List</b><hr>"
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for(var/entry in GLOB.bombers)
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data += "[entry]<br>"
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usr << browse(data, "window=bombers;size=800x500")
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/datum/admins/proc/list_signalers()
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if(!SSticker.HasRoundStarted())
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tgui_alert(usr, "The game hasn't started yet!")
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return
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var/data = "<b>Showing last [length(GLOB.lastsignalers)] signalers.</b><hr>"
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for(var/entry in GLOB.lastsignalers)
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data += "[entry]<BR>"
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usr << browse(data, "window=lastsignalers;size=800x500")
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/datum/admins/proc/list_law_changes()
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if(!SSticker.HasRoundStarted())
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tgui_alert(usr, "The game hasn't started yet!")
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return
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var/data = "<b>Showing last [length(GLOB.lawchanges)] law changes.</b><hr>"
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for(var/entry in GLOB.lawchanges)
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data += "[entry]<BR>"
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var/datum/browser/browser = new(usr, "lawchanges", "Law Changes", 800, 500)
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browser.set_content(data)
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browser.open()
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/datum/admins/proc/list_dna()
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var/data = "<b>Showing DNA from blood.</b><hr>"
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data += "<table cellspacing=5 border=1><tr><th>Name</th><th>DNA</th><th>Blood Type</th></tr>"
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for(var/entry in GLOB.mob_list)
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var/mob/living/carbon/human/subject = entry
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if(subject.ckey)
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data += "<tr><td>[subject]</td><td>[subject.dna?.unique_enzymes]</td><td>[subject.dna ? subject.dna.b_type : DEFAULT_BLOOD_TYPE]</td></tr>"
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data += "</table>"
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var/datum/browser/browser = new(usr, "DNA", "DNA Log", 440, 410)
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browser.set_content(data)
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browser.open()
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/datum/admins/proc/list_fingerprints() //kid named fingerprints
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var/data = "<b>Showing Fingerprints.</b><hr>"
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data += "<table cellspacing=5 border=1><tr><th>Name</th><th>Fingerprints</th></tr>"
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for(var/entry in GLOB.mob_list)
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var/mob/living/carbon/human/subject = entry
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if(subject.ckey)
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data += "<tr><td>[subject]</td><td>[md5(subject.dna?.uni_identity)]</td></tr>"
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data += "</table>"
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var/datum/browser/browser = new(usr, "fingerprints", "Fingerprint Log", 440, 410)
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browser.set_content(data)
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browser.open()
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/datum/admins/proc/show_manifest()
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if(!SSticker.HasRoundStarted())
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tgui_alert(usr, "The game hasn't started yet!")
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return
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//GLOB.manifest.ui_interact(usr)
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var/dat
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dat += "<h4>Crew Manifest</h4>"
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dat += GLOB.data_core.get_manifest()
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var/datum/browser/popup = new(usr, "manifest", "Manifest", 370, 420)
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popup.set_content(dat)
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popup.open()
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/datum/admins/proc/output_ai_laws()
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var/ai_number = 0
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for(var/mob/living/silicon/S in GLOB.mob_list)
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ai_number++
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if(isAI(S))
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to_chat(usr, span_bold("AI [key_name(S, usr)]'s laws:"))
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else if(isrobot(S))
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var/mob/living/silicon/robot/R = S
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to_chat(usr, span_bold("CYBORG [key_name(S, usr)] [R.connected_ai?"(Slaved to: [R.connected_ai])":"(Independent)"]: laws:"))
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else if (ispAI(S))
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to_chat(usr, span_bold("pAI [key_name(S, usr)]'s laws:"))
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else
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to_chat(usr, span_bold("SOMETHING SILICON [key_name(S, usr)]'s laws:"))
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if (S.laws == null)
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to_chat(usr, "[key_name(S, usr)]'s laws are null?? Contact a coder.")
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else
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S.laws.show_laws(usr)
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if(!ai_number)
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to_chat(usr, span_bold("No AIs located")) //Just so you know the thing is actually working and not just ignoring you.
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/* This part would require an update of the ai laws datum, but is replacing the above if implemented
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var/law_bound_entities = 0
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for(var/mob/living/silicon/subject as anything in mob_list)
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law_bound_entities++
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var/message = ""
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if(isAI(subject))
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message += "<b>AI [key_name(subject, usr)]'s laws:</b>"
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else if(isrobot(subject))
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var/mob/living/silicon/robot/borg = subject
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message += "<b>CYBORG [key_name(subject, usr)] [borg.connected_ai?"(Slaved to: [key_name(borg.connected_ai)])":"(Independent)"]: laws:</b>"
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else if (ispAI(subject))
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message += "<b>pAI [key_name(subject, usr)]'s laws:</b>"
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else
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message += "<b>SOMETHING SILICON [key_name(subject, usr)]'s laws:</b>"
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message += "<br>"
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if (!subject.laws)
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message += "[key_name(subject, usr)]'s laws are null?? Contact a coder."
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else
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message += jointext(subject.laws.get_law_list(include_zeroth = TRUE), "<br>")
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to_chat(usr, message, confidential = TRUE)
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if(!law_bound_entities)
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to_chat(usr, "<b>No law bound entities located</b>", confidential = TRUE)
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*/
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