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Bubberstation/code/modules/vehicles/wheelchair.dm
T
b6369a47b4 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

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

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>
2024-06-13 13:28:41 -07:00

175 lines
6.1 KiB
Plaintext

/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic)
name = "wheelchair"
desc = "A chair with big wheels. It looks like you can move in this on your own."
icon = 'icons/mob/rideables/vehicles.dmi'
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
armor_type = /datum/armor/ridden_wheelchair
density = FALSE
interaction_flags_mouse_drop = ALLOW_RESTING
/// Run speed delay is multiplied with this for vehicle move delay.
var/delay_multiplier = 6.7
/// This variable is used to specify which overlay icon is used for the wheelchair, ensures wheelchair can cover your legs
var/overlay_icon = "wheelchair_overlay"
var/image/wheels_overlay
///Determines the typepath of what the object folds into
var/foldabletype = /obj/item/wheelchair
///Bell attached to the wheelchair, if we have one.
var/obj/structure/desk_bell/bell_attached
/datum/armor/ridden_wheelchair
melee = 10
bullet = 10
laser = 10
bomb = 10
fire = 20
acid = 30
/obj/vehicle/ridden/wheelchair/generate_actions()
. = ..()
if(!bell_attached)
return
initialize_controller_action_type(/datum/action/vehicle/ridden/wheelchair/bell, VEHICLE_CONTROL_DRIVE)
/obj/vehicle/ridden/wheelchair/Initialize(mapload)
. = ..()
make_ridable()
wheels_overlay = image(icon, overlay_icon, ABOVE_MOB_LAYER)
ADD_TRAIT(src, TRAIT_NO_IMMOBILIZE, INNATE_TRAIT)
AddComponent(/datum/component/simple_rotation) //Since it's technically a chair I want it to have chair properties
AddElement(/datum/element/noisy_movement, volume = 75)
/obj/vehicle/ridden/wheelchair/atom_destruction(damage_flag)
new /obj/item/stack/rods(drop_location(), 1)
new /obj/item/stack/sheet/iron(drop_location(), 1)
return ..()
/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
. = ..()
update_appearance()
/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
. = ..()
update_appearance()
/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/tool) //Attackby should stop it attacking the wheelchair after moving away during decon
..()
balloon_alert(user, "disassembling")
if(!tool.use_tool(src, user, 4 SECONDS, volume=50))
return ITEM_INTERACT_SUCCESS
to_chat(user, span_notice("You detach the wheels and deconstruct the chair."))
new /obj/item/stack/rods(drop_location(), 6)
new /obj/item/stack/sheet/iron(drop_location(), 4)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/vehicle/ridden/wheelchair/update_overlays()
. = ..()
if(has_buckled_mobs())
. += wheels_overlay
if(bell_attached)
. += "wheelchair_bell"
/// I assign the ridable element in this so i don't have to fuss with hand wheelchairs and motor wheelchairs having different subtypes
/obj/vehicle/ridden/wheelchair/proc/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/wheelchair/hand)
///A reward item for obtaining 5K hardcore random points. Do not use for anything else
/obj/vehicle/ridden/wheelchair/gold
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS
desc = "Damn, must've been through a lot."
icon_state = "gold_wheelchair"
overlay_icon = "gold_wheelchair_overlay"
max_integrity = 200
armor_type = /datum/armor/wheelchair_gold
custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5)
foldabletype = /obj/item/wheelchair/gold
/obj/item/wheelchair
name = "wheelchair"
desc = "A collapsed wheelchair that can be carried around."
icon = 'icons/mob/rideables/vehicles.dmi'
icon_state = "wheelchair_folded"
inhand_icon_state = "wheelchair_folded"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 8 //Force is same as a chair
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5)
///The wheelchair vehicle type we create when we unfold this chair
var/unfolded_type = /obj/vehicle/ridden/wheelchair
///A reward item for obtaining 5K hardcore random points. Do not use for anything else
/obj/item/wheelchair/gold
name = "gold wheelchair"
desc = "A collapsed, shiny wheelchair that can be carried around."
icon = 'icons/mob/rideables/vehicles.dmi'
icon_state = "wheelchair_folded_gold"
inhand_icon_state = "wheelchair_folded_gold"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5)
unfolded_type = /obj/vehicle/ridden/wheelchair/gold
/datum/armor/wheelchair_gold
melee = 20
bullet = 20
laser = 20
bomb = 20
fire = 30
acid = 40
/obj/vehicle/ridden/wheelchair/mouse_drop_dragged(atom/over_object, mob/user) //Lets you collapse wheelchair
if(over_object != user || !foldabletype || !ishuman(user))
return FALSE
if(has_buckled_mobs())
return FALSE
user.visible_message(span_notice("[user] collapses [src]."), span_notice("You collapse [src]."))
var/obj/vehicle/ridden/wheelchair/wheelchair_folded = new foldabletype(get_turf(src))
user.put_in_hands(wheelchair_folded)
qdel(src)
/obj/item/wheelchair/attack_self(mob/user) //Deploys wheelchair on in-hand use
deploy_wheelchair(user, user.loc)
/obj/item/wheelchair/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isopenturf(interacting_with))
deploy_wheelchair(user, interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/wheelchair/proc/deploy_wheelchair(mob/user, atom/location)
var/obj/vehicle/ridden/wheelchair/wheelchair_unfolded = new unfolded_type(location)
wheelchair_unfolded.add_fingerprint(user)
qdel(src)
///attaches bell to the wheelchair
/obj/vehicle/ridden/wheelchair/proc/attach_bell(obj/structure/desk_bell/bell)
bell_attached = bell
bell.forceMove(src)
generate_actions()
update_appearance()
/obj/vehicle/ridden/wheelchair/examine(mob/user)
. =..()
if(bell_attached)
. += span_notice("There is \a [bell_attached] attached to the handle.")
/obj/vehicle/ridden/wheelchair/Destroy()
if(bell_attached)
remove_bell()
return ..()
/obj/vehicle/ridden/wheelchair/proc/remove_bell()
bell_attached.forceMove(get_turf(src))
usr.visible_message(span_notice("[bell_attached] falls off!"))
bell_attached = null
update_appearance()