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Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface. Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs. Bans now have only an expiry datetime, duration is calculated from this when queried. unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid. Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it. The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu. The legacy ban system is removed. The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed. New banning panel: Key, IP and CID can all be toggled to allow excluding them from a ban. Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible. Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however. Checking any of the head roles will check both of the boxes for you. The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them. New unbanning panel: Unbanning panel is now separate from the banning panel but otherwise functionally the same. Ban editing panel: Actually just a modified banning panel, all the features from it work the same here. You can now edit almost all parameters of a ban instead of just the reason. You can't edit severity as it's not really part of the ban. The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans. cl admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once. prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel. /cl
341 lines
11 KiB
Plaintext
341 lines
11 KiB
Plaintext
/obj/structure/AIcore
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density = TRUE
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anchored = FALSE
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name = "\improper AI core"
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icon = 'icons/mob/ai.dmi'
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icon_state = "0"
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desc = "The framework for an artificial intelligence core."
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max_integrity = 500
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var/state = EMPTY_CORE
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var/datum/ai_laws/laws
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var/obj/item/circuitboard/aicore/circuit
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var/obj/item/mmi/brain
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var/can_deconstruct = TRUE
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/obj/structure/AIcore/Initialize()
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. = ..()
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laws = new
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laws.set_laws_config()
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/obj/structure/AIcore/handle_atom_del(atom/A)
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if(A == circuit)
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circuit = null
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if((state != GLASS_CORE) && (state != AI_READY_CORE))
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state = EMPTY_CORE
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update_icon()
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if(A == brain)
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brain = null
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. = ..()
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/obj/structure/AIcore/Destroy()
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if(circuit)
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qdel(circuit)
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circuit = null
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if(brain)
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qdel(brain)
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brain = null
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return ..()
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/obj/structure/AIcore/latejoin_inactive
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name = "Networked AI core"
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desc = "This AI core is connected by bluespace transmitters to NTNet, allowing for an AI personality to be downloaded to it on the fly mid-shift."
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can_deconstruct = FALSE
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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var/available = TRUE
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var/safety_checks = TRUE
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var/active = TRUE
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/obj/structure/AIcore/latejoin_inactive/examine(mob/user)
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. = ..()
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to_chat(user, "Its transmitter seems to be [active? "on" : "off"].")
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/obj/structure/AIcore/latejoin_inactive/proc/is_available() //If people still manage to use this feature to spawn-kill AI latejoins ahelp them.
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if(!available)
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return FALSE
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if(!safety_checks)
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return TRUE
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if(!active)
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return FALSE
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var/turf/T = get_turf(src)
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var/area/A = get_area(src)
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if(!A.blob_allowed)
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return FALSE
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if(!A.power_equip)
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return FALSE
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if(!SSmapping.level_trait(T.z,ZTRAIT_STATION))
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return FALSE
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if(!istype(T, /turf/open/floor))
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return FALSE
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return TRUE
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/obj/structure/AIcore/latejoin_inactive/attackby(obj/item/P, mob/user, params)
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if(P.tool_behaviour == TOOL_MULTITOOL)
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active = !active
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to_chat(user, "You [active? "activate" : "deactivate"] [src]'s transmitters.")
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return
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return ..()
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/obj/structure/AIcore/latejoin_inactive/Initialize()
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. = ..()
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GLOB.latejoin_ai_cores += src
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/obj/structure/AIcore/latejoin_inactive/Destroy()
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GLOB.latejoin_ai_cores -= src
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return ..()
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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if(P.tool_behaviour == TOOL_WRENCH)
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return default_unfasten_wrench(user, P, 20)
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if(!anchored)
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if(P.tool_behaviour == TOOL_WELDER && can_deconstruct)
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if(state != EMPTY_CORE)
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to_chat(user, "<span class='warning'>The core must be empty to deconstruct it!</span>")
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return
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if(!P.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You start to deconstruct the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE)
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to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
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deconstruct(TRUE)
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return
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else
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switch(state)
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if(EMPTY_CORE)
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if(istype(P, /obj/item/circuitboard/aicore))
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if(!user.transferItemToLoc(P, src))
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return
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playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
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update_icon()
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state = CIRCUIT_CORE
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circuit = P
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return
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if(CIRCUIT_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
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state = SCREWED_CORE
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update_icon()
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return
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if(P.tool_behaviour == TOOL_CROWBAR)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
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state = EMPTY_CORE
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update_icon()
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circuit.forceMove(loc)
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circuit = null
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return
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if(SCREWED_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER && circuit)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
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state = CIRCUIT_CORE
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update_icon()
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return
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if(istype(P, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = P
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if(C.get_amount() >= 5)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
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if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
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to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
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state = CABLED_CORE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need five lengths of cable to wire the AI core!</span>")
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return
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if(CABLED_CORE)
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if(P.tool_behaviour == TOOL_WIRECUTTER)
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if(brain)
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to_chat(user, "<span class='warning'>Get that [brain.name] out of there first!</span>")
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else
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the cables.</span>")
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state = SCREWED_CORE
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update_icon()
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new /obj/item/stack/cable_coil(drop_location(), 5)
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return
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if(istype(P, /obj/item/stack/sheet/rglass))
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var/obj/item/stack/sheet/rglass/G = P
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if(G.get_amount() >= 2)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
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if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
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to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
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state = GLASS_CORE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>")
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return
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if(istype(P, /obj/item/aiModule))
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if(brain && brain.laws.id != DEFAULT_AI_LAWID)
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to_chat(user, "<span class='warning'>The installed [brain.name] already has set laws!</span>")
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return
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var/obj/item/aiModule/module = P
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module.install(laws, user)
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return
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if(istype(P, /obj/item/mmi) && !brain)
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var/obj/item/mmi/M = P
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if(!M.brainmob)
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to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
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return
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if(M.brainmob.stat == DEAD)
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to_chat(user, "<span class='warning'>Sticking a dead [M.name] into the frame would sort of defeat the purpose!</span>")
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return
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if(!M.brainmob.client)
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to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
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return
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if(!CONFIG_GET(flag/allow_ai) || (is_banned_from(M.brainmob.ckey, "AI") && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user)))
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if(!QDELETED(M))
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to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
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return
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if(!M.brainmob.mind)
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to_chat(user, "<span class='warning'>This [M.name] is mindless!</span>")
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return
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if(!user.transferItemToLoc(M,src))
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return
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brain = M
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to_chat(user, "<span class='notice'>You add [M.name] to the frame.</span>")
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update_icon()
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return
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if(P.tool_behaviour == TOOL_CROWBAR && brain)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the brain.</span>")
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brain.forceMove(loc)
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brain = null
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update_icon()
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return
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if(GLASS_CORE)
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if(P.tool_behaviour == TOOL_CROWBAR)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
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state = CABLED_CORE
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update_icon()
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new /obj/item/stack/sheet/rglass(loc, 2)
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return
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You connect the monitor.</span>")
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if(brain)
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SSticker.mode.remove_antag_for_borging(brain.brainmob.mind)
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if(!istype(brain.laws, /datum/ai_laws/ratvar))
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remove_servant_of_ratvar(brain.brainmob, TRUE)
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var/mob/living/silicon/ai/A = null
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if (brain.overrides_aicore_laws)
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A = new /mob/living/silicon/ai(loc, brain.laws, brain.brainmob)
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else
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A = new /mob/living/silicon/ai(loc, laws, brain.brainmob)
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if(brain.force_replace_ai_name)
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A.fully_replace_character_name(A.name, brain.replacement_ai_name())
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SSblackbox.record_feedback("amount", "ais_created", 1)
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qdel(src)
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else
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state = AI_READY_CORE
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update_icon()
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return
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if(AI_READY_CORE)
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if(istype(P, /obj/item/aicard))
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P.transfer_ai("INACTIVE", "AICARD", src, user)
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return
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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state = GLASS_CORE
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update_icon()
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return
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return ..()
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/obj/structure/AIcore/update_icon()
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switch(state)
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if(EMPTY_CORE)
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icon_state = "0"
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if(CIRCUIT_CORE)
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icon_state = "1"
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if(SCREWED_CORE)
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icon_state = "2"
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if(CABLED_CORE)
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if(brain)
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icon_state = "3b"
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else
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icon_state = "3"
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if(GLASS_CORE)
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icon_state = "4"
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if(AI_READY_CORE)
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icon_state = "ai-empty"
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/obj/structure/AIcore/deconstruct(disassembled = TRUE)
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if(state == GLASS_CORE)
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new /obj/item/stack/sheet/rglass(loc, 2)
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if(state >= CABLED_CORE)
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new /obj/item/stack/cable_coil(loc, 5)
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if(circuit)
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circuit.forceMove(loc)
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circuit = null
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new /obj/item/stack/sheet/plasteel(loc, 4)
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qdel(src)
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/obj/structure/AIcore/deactivated
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name = "inactive AI"
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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/obj/structure/AIcore/deactivated/New()
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..()
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circuit = new(src)
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/*
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This is a good place for AI-related object verbs so I'm sticking it here.
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If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
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That prevents a few funky behaviors.
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*/
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//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
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/atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(istype(card))
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if(card.flush)
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to_chat(user, "<span class='boldannounce'>ERROR</span>: AI flush is in progress, cannot execute transfer protocol.")
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return FALSE
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return TRUE
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/obj/structure/AIcore/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(state != AI_READY_CORE || !..())
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return
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//Transferring a carded AI to a core.
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if(interaction == AI_TRANS_FROM_CARD)
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AI.control_disabled = FALSE
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AI.radio_enabled = TRUE
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AI.forceMove(loc) // to replace the terminal.
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to_chat(AI, "You have been uploaded to a stationary terminal. Remote device connection restored.")
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to_chat(user, "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.")
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card.AI = null
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qdel(src)
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else //If for some reason you use an empty card on an empty AI terminal.
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to_chat(user, "There is no AI loaded on this terminal!")
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/obj/item/circuitboard/aicore
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name = "AI core (AI Core Board)" //Well, duh, but best to be consistent
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