Files
vgstation13/code/WorkInProgress/buildmode.dm
elly1989@rocketmail.com 50fe648a91 Admin ranks now use bitfields for permissions. Rather than checking the name of the rank, adminverbs will now check holder.rights to see if it has certain bits turned on.
SERVER HOSTS:
This commit replaces the existing admin-rank system. It is now more customizable.
Admin.txt essentially works the same as it always has. Each line should look like:
ckey - admin rank

There is now however, an admin_ranks.txt. This textfile allows you to define ranks like so:
admin rank +ADMIN +FUN +BUILD
the +KEYWORD are flags adding permissions to that rank. There are brief descriptions in the text-file explaining what they do.

You can now name the ranks anything you like, and give them the permissions you want them to have. This allows, for instance, ranks like:
Game Admin on disciplinary +ADMIN +BAN
This would give that game admin only the tools they need to admin. They would not have access to 'fun' verbs which control events and antags.
There's lots of things you can do. For instance, a coder rank whom can debug stuff but cannot do admin tasks:
Codermin +DEBUG +VAREDIT +SERVER

There's lots you can do. As it evolves it will hopefully become more flexible.

admin_ranks.txt defaults to use the old admin rank names.

Apologies in advance as there will be a lot of anomalies, such as ranks losing verbs they once had. Please let me know about any problems. I can fix them quite easily simply by moving verbs between the lists or splitting the lists up into new flags.

CODERS:
There is now a check_rights(flags) proc. 
It check is usr is and admin and has -at least one of- the rights specified.
It checks > usr < not src, so keep that in mind!
If you need to check if something other than usr has specific tights, you can do if(holder.rights & R_ADMIN) etc.

KNOWN ISSUES:
+FUN probably needs to be split up into +MOBS and +EVENTS
In-game promotion/demotion is currently disabled. It will be readded after everything else works ok.
Erro's sql rights changes stuff is currently commented out. It will be re-added.
There are still many many verbs which need updating.

Apologies in advance for any inconvenience.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4991 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-02 10:23:04 +00:00

270 lines
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/proc/togglebuildmode(mob/M as mob in player_list)
set name = "Toggle Build Mode"
set category = "Special Verbs"
if(M.client)
if(M.client.buildmode)
log_admin("[key_name(usr)] has left build mode.")
M.client.buildmode = 0
M.client.show_popup_menus = 1
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == M.client)
del(H)
else
log_admin("[key_name(usr)] has entered build mode.")
M.client.buildmode = 1
M.client.show_popup_menus = 0
var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder()
var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H)
A.master = H
var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H)
B.master = H
var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H)
C.master = H
var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H)
D.master = H
H.builddir = A
H.buildhelp = B
H.buildmode = C
H.buildquit = D
M.client.screen += A
M.client.screen += B
M.client.screen += C
M.client.screen += D
H.cl = M.client
/obj/effect/bmode//Cleaning up the tree a bit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'icons/misc/buildmode.dmi'
var/obj/effect/bmode/buildholder/master = null
/obj/effect/bmode/builddir
icon_state = "build"
screen_loc = "NORTH,WEST"
Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
return
/obj/effect/bmode/buildhelp
icon = 'icons/misc/buildmode.dmi'
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
usr << "\blue Right Mouse Button on turf/obj/mob = Select"
usr << "\blue ***********************************************************"
return
/obj/effect/bmode/buildquit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
Click()
togglebuildmode(master.cl.mob)
/obj/effect/bmode/buildholder
density = 0
anchored = 1
var/client/cl = null
var/obj/effect/bmode/builddir/builddir = null
var/obj/effect/bmode/buildhelp/buildhelp = null
var/obj/effect/bmode/buildmode/buildmode = null
var/obj/effect/bmode/buildquit/buildquit = null
var/atom/movable/throw_atom = null
/obj/effect/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/structure/closet"
Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 4
src.icon_state = "buildmode4"
if(4)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet")
var/list/removed_paths = list("/obj/effect/bhole")
if(objholder in removed_paths)
alert("That path is not allowed.")
objholder = "/obj/structure/closet"
else if (dd_hasprefix(objholder, "/mob") && !check_rights(R_DEBUG,0))
objholder = "/obj/structure/closet"
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
return
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
/proc/build_click(var/mob/user, buildmode, location, control, params, var/obj/object)
var/obj/effect/bmode/buildholder/holder = null
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == user.client)
holder = H
break
if(!holder) return
var/list/pa = params2list(params)
switch(buildmode)
if(1)
if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
if(istype(object,/turf/space))
var/turf/T = object
T.ReplaceWithFloor()
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ReplaceWithWall()
return
else if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ReplaceWithRWall()
return
else if(pa.Find("right"))
if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ReplaceWithFloor()
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ReplaceWithSpace()
return
else if(istype(object,/turf/simulated/wall/r_wall))
var/turf/T = object
T.ReplaceWithWall()
return
else if(istype(object,/obj))
del(object)
return
else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
switch(holder.builddir.dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTH
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = SOUTH
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = EAST
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = WEST
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTHWEST
if(2)
if(pa.Find("left"))
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.dir = holder.builddir.dir
blink(A)
else if(pa.Find("right"))
if(isobj(object)) del(object)
if(3)
if(pa.Find("left")) //I cant believe this shit actually compiles.
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
blink(object)
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
blink(object)
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(4)
if(pa.Find("left"))
holder.throw_atom = object
if(pa.Find("right"))
if(holder.throw_atom)
holder.throw_atom.throw_at(object, 10, 1)
/proc/blink(atom/A)
A.icon += rgb(0,75,75)
spawn(5)
if(A)
A.icon = initial(A.icon)