Fixes circuits being able to detect ghosts and fix pinless guns (#37437)

* Circuit exploit fixes

* Update input.dm
This commit is contained in:
kevinz000
2018-04-30 02:56:18 -07:00
committed by CitadelStationBot
parent 3369c804b2
commit 7feea76eee
3 changed files with 64 additions and 56 deletions
@@ -524,28 +524,38 @@
var/datum/integrated_io/I = inputs[1]
var/datum/integrated_io/O = outputs[1]
O.data = null
var/turf/T = get_turf(src)
var/list/nearby_things = view(radius,T)
var/list/valid_things = list()
var/list/input_list = list()
input_list = I.data
for(var/item in input_list)
if(!isnull(item) && !isnum(item))
if(istext(item))
for(var/atom/thing in nearby_things)
if(findtext(addtext(thing.name," ",thing.desc), item, 1, 0) )
if(length(input_list)) //if there is no input don't do anything.
var/turf/T = get_turf(src)
var/list/nearby_things = view(radius,T)
var/list/valid_things = list()
for(var/item in input_list)
if(!isnull(item) && !isnum(item))
if(istext(item))
for(var/i in nearby_things)
var/atom/thing = i
if(ismob(thing) && !isliving(thing))
continue
if(findtext(addtext(thing.name," ",thing.desc), item, 1, 0) )
valid_things.Add(WEAKREF(thing))
else
var/atom/A = item
var/desired_type = A.type
for(var/i in nearby_things)
var/atom/thing = i
if(thing.type != desired_type)
continue
if(ismob(thing) && !isliving(thing))
continue
valid_things.Add(WEAKREF(thing))
else
var/atom/A = item
var/desired_type = A.type
for(var/atom/thing in nearby_things)
if(thing.type != desired_type)
continue
valid_things.Add(WEAKREF(thing))
if(valid_things.len)
O.data = valid_things
O.push_data()
activate_pin(2)
if(valid_things.len)
O.data = valid_things
O.push_data()
activate_pin(2)
else
O.push_data()
activate_pin(3)
else
O.push_data()
activate_pin(3)
@@ -583,12 +593,18 @@
var/atom/A = I.data.resolve()
var/desired_type = A.type
if(desired_type)
for(var/atom/thing in nearby_things)
for(var/i in nearby_things)
var/atom/thing = i
if(ismob(thing) && !isliving(thing))
continue
if(thing.type == desired_type)
valid_things.Add(thing)
else if(istext(I.data))
var/DT = I.data
for(var/atom/thing in nearby_things)
for(var/i in nearby_things)
var/atom/thing = i
if(ismob(thing) && !isliving(thing))
continue
if(findtext(addtext(thing.name," ",thing.desc), DT, 1, 0) )
valid_things.Add(thing)
if(valid_things.len)
@@ -599,10 +615,6 @@
O.push_data()
activate_pin(3)
/obj/item/integrated_circuit/input/signaler
name = "integrated signaler"
desc = "Signals from a signaler can be received with this, allowing for remote control. Additionally, it can send signals as well."
@@ -810,8 +822,8 @@
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 120
/obj/item/integrated_circuit/input/sensor/sense(var/atom/A,mob/user,prox)
if(!prox)
/obj/item/integrated_circuit/input/sensor/sense(atom/A, mob/user, prox)
if(!prox || !A || (ismob(A) && !isliving(A)))
return FALSE
if(!check_then_do_work())
return FALSE
@@ -837,8 +849,8 @@
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 120
/obj/item/integrated_circuit/input/sensor/ranged/sense(var/atom/A,mob/user)
if(!user)
/obj/item/integrated_circuit/input/sensor/ranged/sense(atom/A, mob/user)
if(!user || !A || (ismob(A) && !isliving(A)))
return FALSE
if(user.client)
if(!(A in view(user.client)))
@@ -45,7 +45,6 @@
if(installed_gun)
to_chat(user, "<span class='warning'>There's already a weapon installed.</span>")
return
user.transferItemToLoc(gun,src)
installed_gun = gun
var/list/gun_properties = gun.get_turret_properties()
@@ -79,7 +78,7 @@
to_chat(user, "<span class='notice'>There's no weapon to remove from the mechanism.</span>")
/obj/item/integrated_circuit/manipulation/weapon_firing/do_work()
if(!installed_gun)
if(!installed_gun || !installed_gun.handle_pins())
return
set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
push_data()
+22 -25
View File
@@ -13,7 +13,6 @@
var/pin_removeable = 0 // Can be replaced by any pin.
var/obj/item/gun/gun
/obj/item/firing_pin/New(newloc)
..()
if(istype(newloc, /obj/item/gun))
@@ -54,7 +53,7 @@
return
/obj/item/firing_pin/proc/pin_auth(mob/living/user)
return 1
return TRUE
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
user.show_message(fail_message, 1)
@@ -77,12 +76,12 @@
name = "test-range firing pin"
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
fail_message = "<span class='warning'>TEST RANGE CHECK FAILED.</span>"
pin_removeable = 1
pin_removeable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
for(var/obj/machinery/magnetic_controller/M in range(user, 3))
return 1
return 0
return TRUE
return FALSE
// Implant pin, checks for implant
@@ -93,11 +92,11 @@
var/obj/item/implant/req_implant = null
/obj/item/firing_pin/implant/pin_auth(mob/living/user)
if(istype(user))
if(user)
for(var/obj/item/implant/I in user.implants)
if(req_implant && I.type == req_implant)
return 1
return 0
return TRUE
return FALSE
/obj/item/firing_pin/implant/mindshield
name = "mindshield firing pin"
@@ -119,23 +118,23 @@
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
color = "#FFFF00"
fail_message = "<span class='warning'>HONK!</span>"
force_replace = 1
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
return 0
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
return FALSE
// Ultra-honk pin, clown's deadly joke item.
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
if(!(user.has_trait(TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown"))
return 0
return 1
if(user && (!(user.has_trait(TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
return FALSE
return TRUE
/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
..()
G.clumsy_check = 0
G.clumsy_check = FALSE
/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
@@ -144,7 +143,7 @@
// Now two times deadlier!
/obj/item/firing_pin/clown/ultra/selfdestruct
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
selfdestruct = 1
selfdestruct = TRUE
// DNA-keyed pin.
@@ -165,15 +164,14 @@
to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(istype(user) && user.dna && user.dna.unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return 1
return 0
return TRUE
return FALSE
/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(istype(user) && user.dna && user.dna.unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
else
@@ -181,8 +179,7 @@
/obj/item/firing_pin/dna/dredd
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
selfdestruct = 1
selfdestruct = TRUE
// Laser tag pins
/obj/item/firing_pin/tag
@@ -196,9 +193,9 @@
if(ishuman(user))
var/mob/living/carbon/human/M = user
if(istype(M.wear_suit, suit_requirement))
return 1
return TRUE
to_chat(user, "<span class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>")
return 0
return FALSE
/obj/item/firing_pin/tag/red
name = "red laser tag firing pin"