Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.
Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know.
Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges.
Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.
Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.
Adds a special case of the Adjacency() proc for doors. This fixes#136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
Fixes#646, #579, #863
Completely redoes the click code. Moves all click related code into code/_onclick for reference. Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related. Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.
Completely removes dummy objects and adds atom.Adjacent(user). This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square. A turf helper, ClickCross(), was added to facilitate this.
Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs. Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click. A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.
This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished. I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click. It is to be suggested that you could do more with this proc when ghost interactions are enabled.
This update also adds support for double clicking. It is currently only used for ghosts and AIs, because the original (first) click still registers normally. For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it. In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc. Default mobs ignore double clicks as normal.
-- NOTE --
There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY. Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.
Using either of these flags as intended would significantly affect the timing of the game. In particular, USEDELAY is currently applied to guns and about everything else that acts at range. I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it. I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.
NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
Adds anomalies, special effects which tie into the event system.
Ports bholes into an anomaly, cleans up their code.
Adds new gravitational anomalies. Imagine a trampoline.
Flux event is now an anomaly.
Adds a new pyro anomaly.
Using the dropdown menu / changing health / names of people in view variables now actually requires +VAREDIT.
Shuttle moving moved from +FUN to +ADMIN for convenience sake.
+ADMIN now required to view antagonists / law changes, before it was only required to check antags via verbs, which you could get around through the secrets menu.
+ADMIN Also now required to view all of the special information given about players in who menu (like antagonist status), but all admins can still see stealth keyed admins.
-Wire cut logs are now accessed via the Investigate verb, instead of popping up in the admin chat log.
-Wizard Fireball explosions no longer create admin chat log messages either.
-Adding and removing Player Notes is now logged.
-The note that is added automatically to people who get banned, now displays the duration of ban.
Added helper: /proc/findchar(haystack, needles, start=1, end=0)
works like findtext except it finds the first occurrence of one of the characters from the needles string, within haystack.
Permissions can now be removed as well as added, by replacing the + with a -. e.g. +BAN adds bans permissions, -BAN removes them. This applies to admin_ranks.txt and the permissions panel.
Verb overrides are now possible for admins_ranks. Specific verbs can be forced-on, or forced-off via keywords like +/client/proc/mimespeak or -/client/verb/ooc. This applies both to admin_ranks.txt and the permissions panel. SQL system is not compatible.
admin_ranks are now datums. This means admin_ranks actually behave more like permission groups as intended.
When you temporarily modify an admin's permissions via the permissions panel, their rank_name is appended with "([ckey])". This prevents modifications to their rights affecting everyone.
admin rank names now support - _ and @ characters (since ckeyEx() does not strip these).
SQL permissions system was modified. SQL databases will have to be updated or they will no longer work.
WARNING: admin_ranks.txt and admins.txt format has changed slightly! You will need to redo those txt files!
It will search list/L for a /datum/data/record with fields[field] == value, and return it.
This removes a vast amount of copypasta (there's still so much left in there though). It also removes all the locate(\ref[record]) I could find, which were normal used with topic(), meaning it was susceptible to abuse.
Secbots, ed209s and turrets are now smarter with their record-checks. They now prefer to use our face-name rather than id-name. ICly, this is the bot using facial recognition. This fixes an issue where it'd try to use the name variable which could be in the format "Unknown (as their id name)" when they were disfigured, etc. causing record-lookup to fail.
Additionally, these bots will treat those without a valid record in the security database, to be treated like criminals.
- The admins now have the ability to kick all or just afk clients from the lobby
- When admins use this action, a list of kicked clients is sent to admins and into the log.
- Added a confirmation message to the admin command.
To test: add these debug lines somewhere:
//START COPY PASTE
mob/verb/give_allrights()
src.client.holder.rights = 393087
mob/verb/hasright()
var/hi = input(src,"Choose a file to access:","Download",null) as null|num
var/r = check_rights(hi, 1);
world << "[r]"
mob/verb/checkrights()
for(var/i = 0; i < 32; i++)
var/n = 1 << i
var/r = check_rights(n , 1);
world << "has right 2^[i] = [n]? [r]"
//END COPY PASTE
Start the game, run 'give allrights', which doesn't give all rights, but some of the rights. 128 and 131072 are missing. Then you can either run 'hasright' to check whether you have the permissions that correspond to a user defined number, or you can run 'checkrights' to check for all 31 theoretical permissions.
Added the blob to the check antagonists, displaying how many blobs are left to win and being able to show the player panel for the blob.
Gave overminds mind datums which will initialize to give the overmind a blob special role.
Re-worded the BE ALIEN candidate so that it is more abstract and could mean becoming a blob.
Added another message for when the infected crew is about to burst into a blob.
EMPs will now hurt the blob.
Fixed blob spores blocking the blob from expanding.
Nodes will also slowly recharge their health.
Gave a little bit of health to normal blobs so that lasers don't one shot them anymore, barely.
If however an admin attempts to add a manual ban for a player who was present during the current round, a player who still has a mob somewhere in the game world, the proc will prioritize the mob's ip and computer id variables, not the things entered in the banning panel form.
Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d