Files
Aurora.3/code/_onclick/click.dm
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00

522 lines
14 KiB
Plaintext

/*
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)
var/datum/click_handler/click_handler = usr.GetClickHandler()
click_handler.OnClick(src, params)
/atom/DblClick(var/location, var/control, var/params)
var/datum/click_handler/click_handler = usr.GetClickHandler()
click_handler.OnDblClick(src, params)
if(istype(usr.machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = usr.machine
console.jump_on_click(usr,src)
/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(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: 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 receiving it.
* The most common are:
* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* * [atom/proc/attackby] (item,user) - used only when adjacent
* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
* * [mob/proc/RangedAttack] (atom,modifiers) - 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)
var/list/modifiers = params2list(params)
if(modifiers["right"])
RightClickOn(A)
return TRUE
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))
trigger_aiming(TARGET_CAN_CLICK)
throw_mode_off()
return TRUE
var/obj/item/W = get_active_hand()
if(W == A) // Handle attack_self
W.attack_self(src)
trigger_aiming(TARGET_CAN_CLICK)
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)
trigger_aiming(TARGET_CAN_CLICK)
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)
trigger_aiming(TARGET_CAN_CLICK)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
trigger_aiming(TARGET_CAN_CLICK)
return 1
/mob/proc/setClickCooldown(var/timeout)
next_move = max(world.time + timeout, next_move)
/mob/proc/canClick()
if(GLOB.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 FALSE
if(stat)
return FALSE
if(check_sting(src, A))
return FALSE
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(atom/A, params)
SHOULD_NOT_SLEEP(TRUE)
if((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())
examinate(user, 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)
/mob/proc/RightClickOn(atom/A)
A.RightClick(src)
/atom/proc/RightClick(mob/user)
return
/*
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_DANGER("\The [src]'s eyes flare with ruby light!"))
fire_projectile(/obj/projectile/beam, T, 'sound/weapons/wave.ogg', firer = src)
/mob/living/carbon/human/LaserEyes(atom/A, params)
if(nutrition <= 0)
to_chat(src, SPAN_WARNING("You're out of energy! You need food!"))
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.atom_flags & ATOM_FLAG_CHECKS_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
/atom/movable/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"
/atom/movable/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/atom/movable/screen/click_catcher/CC = new()
CC.screen_loc = "NORTH-[i],EAST-[j]"
. += CC
/atom/movable/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)
/*
Custom Click Handlinig
*/
/mob
var/datum/stack/click_handlers
var/const/CLICK_HANDLER_NONE = 0
var/const/CLICK_HANDLER_REMOVE_ON_MOB_LOGOUT = 1
var/const/CLICK_HANDLER_ALL = (~0)
/datum/click_handler
var/mob/user
var/handler_flags = CLICK_HANDLER_NONE
/datum/click_handler/New(mob/user)
..()
src.user = user
if(handler_flags & CLICK_HANDLER_REMOVE_ON_MOB_LOGOUT)
RegisterSignal(user, COMSIG_MOB_LOGOUT, /datum/click_handler/proc/OnMobLogout, TRUE)
/datum/click_handler/Destroy()
if(handler_flags & CLICK_HANDLER_REMOVE_ON_MOB_LOGOUT)
UnregisterSignal(user, COMSIG_MOB_LOGOUT)
user = null
. = ..()
/datum/click_handler/proc/Enter()
return
/datum/click_handler/proc/Exit()
return
/datum/click_handler/proc/OnMobLogout()
user.RemoveClickHandler(src)
/datum/click_handler/proc/OnClick(var/atom/A, var/params)
return
/datum/click_handler/proc/OnDblClick(var/atom/A, var/params)
return
/datum/click_handler/default/OnClick(var/atom/A, var/params)
user.ClickOn(A, params)
/datum/click_handler/default/OnDblClick(var/atom/A, var/params)
user.DblClickOn(A, params)
/mob/proc/GetClickHandler(var/datum/click_handler/popped_handler)
if(!click_handlers)
click_handlers = new()
if(click_handlers.is_empty())
PushClickHandler(/datum/click_handler/default)
return click_handlers.Top()
/mob/proc/RemoveClickHandler(var/datum/click_handler/click_handler)
if(!click_handlers)
return
var/was_top = click_handlers.Top() == click_handler
if(was_top)
click_handler.Exit()
click_handlers.Remove(click_handler)
qdel(click_handler)
if(!was_top)
return
click_handler = click_handlers.Top()
if(click_handler)
click_handler.Enter()
/mob/proc/PopClickHandler()
if(!click_handlers)
return
RemoveClickHandler(click_handlers.Top())
/mob/proc/PushClickHandler(var/datum/click_handler/new_click_handler_type)
if((initial(new_click_handler_type.handler_flags) & CLICK_HANDLER_REMOVE_ON_MOB_LOGOUT) && !client)
return FALSE
if(!click_handlers)
click_handlers = new()
var/datum/click_handler/click_handler = click_handlers.Top()
if(click_handler)
click_handler.Exit()
click_handler = new new_click_handler_type(src)
click_handler.Enter()
click_handlers.Push(click_handler)