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## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
/obj/vehicle/ridden
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name = "ridden vehicle"
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can_buckle = TRUE
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max_buckled_mobs = 1
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buckle_lying = 0
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pass_flags_self = PASSTABLE
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COOLDOWN_DECLARE(message_cooldown)
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interaction_flags_click = NEED_DEXTERITY
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/obj/vehicle/ridden/examine(mob/user)
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. = ..()
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if(key_type)
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if(!inserted_key)
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. += span_notice("Put a key inside it by clicking it with the key.")
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else
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. += span_notice("Alt-click [src] to remove the key.")
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/obj/vehicle/ridden/generate_action_type(actiontype)
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var/datum/action/vehicle/ridden/A = ..()
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. = A
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if(istype(A))
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A.vehicle_ridden_target = src
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/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
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remove_occupant(M)
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return ..()
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/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
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add_occupant(M)
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return ..()
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/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
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if(!key_type || is_key(inserted_key) || !is_key(I))
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return ..()
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
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return
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to_chat(user, span_notice("You insert \the [I] into \the [src]."))
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if(inserted_key) //just in case there's an invalid key
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inserted_key.forceMove(drop_location())
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inserted_key = I
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/obj/vehicle/ridden/click_alt(mob/user)
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if(!inserted_key)
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return CLICK_ACTION_BLOCKING
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if(!is_occupant(user))
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to_chat(user, span_warning("You must be riding the [src] to remove [src]'s key!"))
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return CLICK_ACTION_BLOCKING
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to_chat(user, span_notice("You remove \the [inserted_key] from \the [src]."))
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inserted_key.forceMove(drop_location())
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user.put_in_hands(inserted_key)
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inserted_key = null
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return CLICK_ACTION_SUCCESS
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/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!in_range(user, src) || !in_range(M, src))
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return FALSE
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return ..(M, user, FALSE)
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/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!force && occupant_amount() >= max_occupants)
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return FALSE
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var/response = SEND_SIGNAL(M, COMSIG_VEHICLE_RIDDEN, src)
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if(response & EJECT_FROM_VEHICLE)
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return FALSE
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return ..()
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/obj/vehicle/ridden/zap_act(power, zap_flags)
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zap_buckle_check(power)
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return ..()
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