Files
Bubberstation/code/modules/vehicles/ridden.dm
Jeremiah 8e3f635b98 Alt click refactor (#82656)
## 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.
/🆑
2024-04-16 17:48:03 -06:00

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/obj/vehicle/ridden
name = "ridden vehicle"
can_buckle = TRUE
max_buckled_mobs = 1
buckle_lying = 0
pass_flags_self = PASSTABLE
COOLDOWN_DECLARE(message_cooldown)
interaction_flags_click = NEED_DEXTERITY
/obj/vehicle/ridden/examine(mob/user)
. = ..()
if(key_type)
if(!inserted_key)
. += span_notice("Put a key inside it by clicking it with the key.")
else
. += span_notice("Alt-click [src] to remove the key.")
/obj/vehicle/ridden/generate_action_type(actiontype)
var/datum/action/vehicle/ridden/A = ..()
. = A
if(istype(A))
A.vehicle_ridden_target = src
/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
remove_occupant(M)
return ..()
/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
add_occupant(M)
return ..()
/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
if(!key_type || is_key(inserted_key) || !is_key(I))
return ..()
if(!user.transferItemToLoc(I, src))
to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
return
to_chat(user, span_notice("You insert \the [I] into \the [src]."))
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
/obj/vehicle/ridden/click_alt(mob/user)
if(!inserted_key)
return CLICK_ACTION_BLOCKING
if(!is_occupant(user))
to_chat(user, span_warning("You must be riding the [src] to remove [src]'s key!"))
return CLICK_ACTION_BLOCKING
to_chat(user, span_notice("You remove \the [inserted_key] from \the [src]."))
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
return CLICK_ACTION_SUCCESS
/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !in_range(M, src))
return FALSE
return ..(M, user, FALSE)
/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!force && occupant_amount() >= max_occupants)
return FALSE
var/response = SEND_SIGNAL(M, COMSIG_VEHICLE_RIDDEN, src)
if(response & EJECT_FROM_VEHICLE)
return FALSE
return ..()
/obj/vehicle/ridden/zap_act(power, zap_flags)
zap_buckle_check(power)
return ..()