Files
Aurora.3/code/_onclick/click.dm
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

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/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
/mob/var/next_click = 0
/*
Before anything else, defer these calls to a per-mobtype handler. This allows us to
remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
if(src)
usr.ClickOn(src, params)
/atom/DblClick(var/location, var/control, var/params)
if(src)
usr.DblClickOn(src, params)
/atom/proc/allow_click_through(var/atom/A, var/params, var/mob/user)
return FALSE
/turf/allow_click_through(var/atom/A, var/params, var/mob/user)
return TRUE
/atom/proc/RelayMouseDrag(src_object, over_object, src_location, over_location, src_control, over_control, params, var/mob/user)
return FALSE
/mob/proc/OnMouseDrag(src_object, over_object, src_location, over_location, src_control, over_control, params)
if(istype(loc, /atom))
var/atom/A = loc
if(client && client.buildmode)
build_click(src, client.buildmode, params, A)
return
if(A.RelayMouseDrag(src_object, over_object, src_location, over_location, src_control, over_control, params, src))
return
if(over_object)
if(!incapacitated())
var/obj/item/gun/gun = get_active_hand()
if(istype(gun))
set_dir(get_dir(src, over_object))
gun.Fire(get_turf(over_object), src, params, (get_dist(over_object, src) <= 1), FALSE)
/*
Standard mob ClickOn()
Handles exceptions: Buildmode, middle click, modified clicks, mech actions
After that, mostly just check your state, check whether you're holding an item,
check whether you're adjacent to the target, then pass off the click to whoever
is recieving it.
The most common are:
* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* atom/attackby(item,user) - used only when adjacent, return TRUE to prevent further afterattack procs being called
* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn(var/atom/A, var/params)
if(world.time <= next_click) // Hard check, before anything else, to avoid crashing
return
next_click = world.time + 1
if(istype(loc, /mob/living/heavy_vehicle) && !(A in src.contents))
var/mob/living/heavy_vehicle/M = loc
return M.ClickOn(A, params, src)
// pAI handling
if(istype(loc.loc, /mob/living/bot))
var/mob/living/bot/B = loc.loc
if(!B.on)
to_chat(src, SPAN_WARNING("\The [B] isn't turned on!"))
return
return B.ClickOn(A, params)
if(client && client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return TRUE
if(modifiers["ctrl"] && modifiers["middle"])
pointed(A)
return TRUE
if(modifiers["middle"])
MiddleClickOn(A)
return TRUE
if(modifiers["shift"])
ShiftClickOn(A)
return FALSE
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return TRUE
if(stat || paralysis || stunned || weakened)
return
face_atom(A) // change direction to face what you clicked on
if(!canClick()) // in the year 2000...
return
if(restrained())
setClickCooldown(10)
RestrainedClickOn(A)
return 1
if(in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
throw_mode_off()
return TRUE
var/obj/item/W = get_active_hand()
if(W == A) // Handle attack_self
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
return 1
//Atoms on your person
// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
var/sdepth = A.storage_depth(src)
if((!isturf(A) && A == loc) || (sdepth != -1 && sdepth <= 1))
// faster access to objects already on you
if(A.loc != src)
setMoveCooldown(10) //getting something out of a backpack
if(W)
var/resolved = W.resolve_attackby(A, src, params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1 indicates adjacency
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
return 1
if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
return
//Atoms on turfs (not on your person)
// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
sdepth = A.storage_depth_turf()
if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
if(W)
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src, params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
return 1
/mob/proc/setClickCooldown(var/timeout)
next_move = max(world.time + timeout, next_move)
/mob/proc/canClick()
if(config.no_click_cooldown || next_move <= world.time)
return 1
return 0
// Default behavior: ignore double clicks, the second click that makes the doubleclick call already calls for a normal click
/mob/proc/DblClickOn(var/atom/A, var/params)
return
/*
Translates into attack_hand, etc.
Note: proximity_flag here is used to distinguish between normal usage (flag=1),
and usage when clicking on things telekinetically (flag=0). This proc will
not be called at ranged except with telekinesis.
proximity_flag is not currently passed to attack_hand, and is instead used
in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
return
/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
if(!(GAME_STATE & RUNLEVELS_PLAYING))
to_chat(src, "You cannot attack people before the game has started.")
return 0
if(stat)
return 0
return 1
/*
Ranged unarmed attack:
This currently is just a default for all mobs, involving
laser eyes and telekinesis. You could easily add exceptions
for things like ranged glove touches, spitting alien acid/neurotoxin,
animals lunging, etc.
*/
/mob/proc/RangedAttack(var/atom/A, var/params)
if(HAS_FLAG(mutations, LASER_EYES) && a_intent == I_HURT)
LaserEyes(A, params) // moved into a proc below
return
A.attack_ranged(src, params)
/*
Restrained ClickOn
Used when you are handcuffed and click things.
Not currently used by anything but could easily be.
*/
/mob/proc/RestrainedClickOn(var/atom/A)
return
/*
Middle click
*/
/mob/proc/MiddleClickOn(var/atom/A)
if(A.handle_middle_mouse_click(src))
return
swap_hand()
/mob/living/carbon/human/MiddleClickOn(var/atom/A)
if(species.handle_middle_mouse_click(src, A))
return
return ..()
// In case of use break glass
/*
/atom/proc/MiddleClick(var/mob/M as mob)
return
*/
/*
Shift click
For most mobs, examine.
This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(var/atom/A)
A.ShiftClick(src)
return
/atom/proc/ShiftClick(var/mob/user)
if(user.can_examine())
user.examinate(src)
/*
Ctrl click
For most objects, pull
*/
/mob/proc/CtrlClickOn(var/atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(var/mob/user)
return
/atom/movable/CtrlClick(var/mob/user)
if(Adjacent(user))
user.start_pulling(src)
/*
Alt click
Unused except for AI
*/
/mob/proc/AltClickOn(var/atom/A)
A.AltClick(src)
return
/atom/proc/AltClick(var/mob/user)
var/turf/T = get_turf(src)
if(!T || !user.TurfAdjacent(T))
return FALSE
if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T))
user.set_listed_turf(T)
/mob/proc/TurfAdjacent(var/turf/T)
return T.AdjacentQuick(src)
/*
Control+Shift click
Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(var/atom/A)
A.CtrlShiftClick(src)
return
/atom/proc/CtrlShiftClick(var/mob/user)
return
/*
Misc helpers
Laser Eyes: as the name implies, handles this since nothing else does currently
face_atom: turns the mob towards what you clicked on
*/
/mob/proc/LaserEyes(atom/A, params)
return
/mob/living/LaserEyes(atom/A, params)
setClickCooldown(4)
var/turf/T = get_turf(src)
src.visible_message("<span class='danger'>\The [src]'s eyes flare with ruby light!</span>")
var/obj/item/projectile/beam/LE = new (T)
LE.muzzle_type = /obj/effect/projectile/muzzle/eyelaser
LE.tracer_type = /obj/effect/projectile/tracer/eyelaser
LE.impact_type = /obj/effect/projectile/impact/eyelaser
playsound(usr.loc, 'sound/weapons/wave.ogg', 75, 1)
LE.launch_projectile(A, zone_sel? zone_sel.selecting : null, src, params)
/mob/living/carbon/human/LaserEyes(atom/A, params)
if(nutrition <= 0)
to_chat(src, "<span class='warning'>You're out of energy! You need food!</span>")
return
..()
adjustNutritionLoss(rand(1,5))
handle_regular_hud_updates()
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A, var/force_face = FALSE)
if(!A || !x || !y || !A.x || !A.y) return
var/dx = A.x - x
var/dy = A.y - y
var/direction
if (loc == A.loc && A.flags & ON_BORDER)
direction = A.dir
else if (!dx && !dy)
return
else if(abs(dx) < abs(dy))
if(dy > 0)
direction = NORTH
else
direction = SOUTH
else
if(dx > 0)
direction = EAST
else
direction = WEST
if(direction != dir)
facedir(direction, force_face)
var/global/list/click_catchers
/obj/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "click_catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER-7,CENTER-7"
/obj/screen/click_catcher/Destroy()
SHOULD_CALL_PARENT(FALSE)
return QDEL_HINT_LETMELIVE
/proc/create_click_catcher()
. = list()
for(var/i = 0, i<15, i++)
for(var/j = 0, j<15, j++)
var/obj/screen/click_catcher/CC = new()
CC.screen_loc = "NORTH-[i],EAST-[j]"
. += CC
/obj/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(modifiers["middle"] && istype(usr, /mob/living/carbon))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/T = screen_loc2turf(screen_loc, get_turf(usr))
if(T)
T.Click(location, control, params)
. = 1
// Suppress the mouse macros
/client/var/has_mouse_macro_warning
/mob/proc/LogMouseMacro(verbused, params)
if(!client)
return
if(!client.has_mouse_macro_warning) // Log once
log_admin("[key_name(usr)] attempted to use a mouse macro: [verbused] [params]")
/mob/verb/ClickSubstitute(params as command_text)
set hidden = 1
set name = ".click"
LogMouseMacro(".click", params)
/mob/verb/DblClickSubstitute(params as command_text)
set hidden = 1
set name = ".dblclick"
LogMouseMacro(".dblclick", params)
/mob/verb/MouseSubstitute(params as command_text)
set hidden = 1
set name = ".mouse"
LogMouseMacro(".mouse", params)