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Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request Mouse drag & drop has been refactored into its own attack chain. The flowchart below summarizes it  Brief summary of each proc is as follows **1. `atom/MouseDrop()`** - It is now non overridable. No subtype should ever touch this proc because it performs 2 basic checks a) Measures the time between mouse down & mouse release. If its less than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a drag but a simple click b) Measures the distance squared between the drag start & end point. If its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag is considered too small and is discarded - These 2 sanity checks for drag & drop are applied across all operations without fail **2. `atom/base_mouse_drop_handler()`** - This is where atoms handle mouse drag & drop inside the world. Ideally it is non overridable in most cases because it also performs 2 checks - Is the dragged object & the drop target adjacent to the player?. Screen elements always return true for this case - Additional checks can be enforced by `can_perform_action()` done only on the dragged object. It uses the combined flags of `interaction_flags_mouse_drop` for both the dragged object & drop target to determine if the operation is feasible. We do this only on the dragged object because if both the dragged object & drop target are adjacent to the player then `can_perform_action()` will return the same results when done on either object so it makes no difference. Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used by huds & screen elements or in case you want to implement your own unique checks **3. `atom/mouse_drop_dragged()`** - Called on the object that is being dragged, drop target passed here as well, subtypes do their stuff here - `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require subtypes to call their parent proc **4. `atom/mouse_drop_receive()`** - Called on the drop target that is receiving the dragged object, subtypes do their stuff here - `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require subtypes to call their parent proc ## Why It's Good For The Game Implements basic sanity checks across all drag & drop operations. Allows us to reduce code like this https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145 Into this ``` if(!iscarbon(target)) return ``` I'm tired of seeing this code pattern `!Adjacent(user) || !user.Adjacent(target)` copy pasted all over the place. Let's just write that at the atom level & be done with it ## Changelog 🆑 refactor: Mouse drag & drop attack chain has been refactored. Report any bugs on GitHub fix: You cannot close the cryo tube on yourself with Alt click like before /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
co-authored by
MrMelbert
Bloop
parent
82970839c1
commit
b6369a47b4
@@ -12,6 +12,7 @@
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max_integrity = 100
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armor_type = /datum/armor/item_modular_computer
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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interaction_flags_mouse_drop = NEED_HANDS | ALLOW_RESTING
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///The ID currently stored in the computer.
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var/obj/item/card/id/computer_id_slot
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@@ -334,11 +335,9 @@
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update_appearance()
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return TRUE
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/obj/item/modular_computer/MouseDrop(obj/over_object, src_location, over_location)
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var/mob/M = usr
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if((!istype(over_object, /atom/movable/screen)) && usr.can_perform_action(src))
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return attack_self(M)
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return ..()
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/obj/item/modular_computer/mouse_drop_dragged(atom/over_object, mob/user)
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if(!istype(over_object, /atom/movable/screen))
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return attack_self(user)
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/obj/item/modular_computer/attack_ai(mob/user)
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return attack_self(user)
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@@ -11,6 +11,8 @@
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hardware_flag = PROGRAM_LAPTOP
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max_idle_programs = 3
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w_class = WEIGHT_CLASS_NORMAL
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interaction_flags_mouse_drop = NEED_HANDS
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// No running around with open laptops in hands.
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item_flags = SLOWS_WHILE_IN_HAND
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@@ -58,20 +60,15 @@
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try_toggle_open(usr)
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/obj/item/modular_computer/laptop/MouseDrop(obj/over_object, src_location, over_location)
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. = ..()
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if(over_object == usr || over_object == src)
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try_toggle_open(usr)
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/obj/item/modular_computer/laptop/mouse_drop_dragged(atom/over_object, mob/user, src_location, over_location, params)
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if(over_object == user || over_object == src)
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try_toggle_open(user)
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return
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if(istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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var/mob/M = usr
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if(M.stat != CONSCIOUS || HAS_TRAIT(M, TRAIT_HANDS_BLOCKED))
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if(!isturf(loc))
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return
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if(!isturf(loc) || !Adjacent(M))
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return
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M.put_in_hand(src, H.held_index)
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user.put_in_hand(src, H.held_index)
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/obj/item/modular_computer/laptop/attack_hand(mob/user, list/modifiers)
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. = ..()
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