Files
Bubberstation/code/_onclick/click.dm
SkyratBot 665fe76566 [MIRROR] Modifies right click logic so that it is not the same priority as modifier keys. (#6498)
* Modifies right click logic so that it is not the same priority as modifier keys. (#59656)

Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.

Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.

Items that used RightClick procs have been converted to attack_hand_secondary.

The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.

Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.

The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.

The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.

* Modifies right click logic so that it is not the same priority as modifier keys.

* a

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:10:15 +01:00

542 lines
15 KiB
Plaintext

/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
/mob/var/next_click = 0
// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
//Delays the mob's next click/action by num deciseconds
// eg: 10-3 = 7 deciseconds of delay
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/changeNext_move(num)
next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
/mob/living/changeNext_move(num)
var/mod = next_move_modifier
var/adj = next_move_adjust
for(var/i in status_effects)
var/datum/status_effect/S = i
mod *= S.nextmove_modifier()
adj += S.nextmove_adjust()
next_move = world.time + ((num + adj)*mod)
/**
* Before anything else, defer these calls to a per-mobtype handler. This allows us to
* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
*
* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
* that's a lot of code duplication and is hard to maintain.
*
* Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
if(flags_1 & INITIALIZED_1)
SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
if(flags_1 & INITIALIZED_1)
usr.DblClickOn(src,params)
/atom/MouseWheel(delta_x,delta_y,location,control,params)
if(flags_1 & INITIALIZED_1)
usr.MouseWheelOn(src, delta_x, delta_y, params)
/**
* Standard mob ClickOn()
* Handles exceptions: Buildmode, middle click, modified clicks, mech actions
*
* After that, mostly just check your state, check whether you're holding an item,
* check whether you're adjacent to the target, then pass off the click to whoever
* is receiving it.
* The most common are:
* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* * [atom/proc/attackby] (item,user) - used only when adjacent
* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
* * [mob/proc/RangedAttack] (atom,modifiers) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn( atom/A, params )
if(world.time <= next_click)
return
next_click = world.time + 1
if(check_click_intercept(params,A))
return
if(notransform)
return
if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, params) & COMSIG_MOB_CANCEL_CLICKON)
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
ShiftMiddleClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlShiftClickOn(A)
return
ShiftClickOn(A)
return
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
MiddleClickOn(A, params)
return
if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
alt_click_on_secondary(A)
else
AltClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlClickOn(A)
return
//SKYRAT EDIT ADDITION BEGIN - TYPING_INDICATOR
if(typing_indicator)
set_typing_indicator(FALSE)
//SKYRAT EDIT ADDITION END
if(incapacitated(ignore_restraints = TRUE, ignore_stasis = TRUE))
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(!LAZYACCESS(modifiers, "catcher") && A.IsObscured())
return
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
UnarmedAttack(A, FALSE, modifiers)
return
if(throw_mode)
changeNext_move(CLICK_CD_THROW)
throw_item(A)
return
var/obj/item/W = get_active_held_item()
if(W == A)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
W.attack_self_secondary(src, modifiers)
update_inv_hands()
return
else
W.attack_self(src, modifiers)
update_inv_hands()
return
//These are always reachable.
//User itself, current loc, and user inventory
if(A in DirectAccess())
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A, FALSE, modifiers)
return
//Can't reach anything else in lockers or other weirdness
if(!loc.AllowClick())
return
//Standard reach turf to turf or reaching inside storage
if(CanReach(A,W))
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A,1,modifiers)
else
if(W)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
var/after_attack_secondary_result = W.afterattack_secondary(A, src, FALSE, params)
if(after_attack_secondary_result == SECONDARY_ATTACK_CALL_NORMAL)
W.afterattack(A, src, FALSE, params)
else
W.afterattack(A,src,0,params)
else
if(LAZYACCESS(modifiers, RIGHT_CLICK))
ranged_secondary_attack(A, modifiers)
else
RangedAttack(A,modifiers)
/// Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
/atom/proc/IsObscured()
SHOULD_BE_PURE(TRUE)
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
var/turf/T = get_turf_pixel(src)
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/item in src)
var/atom/movable/AM = item
if(AM.flags_1 & PREVENT_CLICK_UNDER_1)
return TRUE
return FALSE
/**
* A backwards depth-limited breadth-first-search to see if the target is
* logically "in" anything adjacent to us.
*/
/atom/movable/proc/CanReach(atom/ultimate_target, obj/item/tool, view_only = FALSE)
var/list/direct_access = DirectAccess()
var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
var/list/closed = list()
var/list/checking = list(ultimate_target)
while (checking.len && depth > 0)
var/list/next = list()
--depth
for(var/atom/target in checking) // will filter out nulls
if(closed[target] || isarea(target)) // avoid infinity situations
continue
closed[target] = TRUE
if(isturf(target) || isturf(target.loc) || (target in direct_access) || (ismovable(target) && target.flags_1 & IS_ONTOP_1)) //Directly accessible atoms
if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
return TRUE
if (!target.loc)
continue
//Storage and things with reachable internal atoms need add to next here. Or return COMPONENT_ALLOW_REACH.
if(SEND_SIGNAL(target.loc, COMSIG_ATOM_CANREACH, next) & COMPONENT_ALLOW_REACH)
next += target.loc
checking = next
return FALSE
/atom/movable/proc/DirectAccess()
return list(src, loc)
/mob/DirectAccess(atom/target)
return ..() + contents
/mob/living/DirectAccess(atom/target)
return ..() + GetAllContents()
/atom/proc/AllowClick()
return FALSE
/turf/AllowClick()
return TRUE
/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach)
if(!here || !there)
return
switch(reach)
if(0)
return FALSE
if(1)
return FALSE //here.Adjacent(there)
if(2 to INFINITY)
var/obj/dummy = new(get_turf(here))
dummy.pass_flags |= PASSTABLE
dummy.invisibility = INVISIBILITY_ABSTRACT
for(var/i in 1 to reach) //Limit it to that many tries
var/turf/T = get_step(dummy, get_dir(dummy, there))
if(dummy.CanReach(there))
qdel(dummy)
return TRUE
if(!dummy.Move(T)) //we're blocked!
qdel(dummy)
return
qdel(dummy)
/// Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click)
/mob/proc/DblClickOn(atom/A, params)
return
/**
* Translates into [atom/proc/attack_hand], etc.
*
* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
* and usage when clicking on things telekinetically (flag=0). This proc will
* not be called at ranged except with telekinesis.
*
* proximity_flag is not currently passed to attack_hand, and is instead used
* in human click code to allow glove touches only at melee range.
*
* modifiers is a lazy list of click modifiers this attack had,
* used for figuring out different properties of the click, mostly right vs left and such.
*/
/mob/proc/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
return
/**
* Ranged unarmed attack:
*
* This currently is just a default for all mobs, involving
* laser eyes and telekinesis. You could easily add exceptions
* for things like ranged glove touches, spitting alien acid/neurotoxin,
* animals lunging, etc.
*/
/mob/proc/RangedAttack(atom/A, modifiers)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* Ranged secondary attack
*
* If the same conditions are met to trigger RangedAttack but it is
* instead initialized via a right click, this will trigger instead.
* Useful for mobs that have their abilities mapped to right click.
*/
/mob/proc/ranged_secondary_attack(atom/target, modifiers)
/**
* Middle click
* Mainly used for swapping hands
*/
/mob/proc/MiddleClickOn(atom/A, params)
. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, params)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
swap_hand()
/**
* Shift click
* For most mobs, examine.
* This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(atom/A)
A.ShiftClick(src)
return
/atom/proc/ShiftClick(mob/user)
var/flags = SEND_SIGNAL(src, COMSIG_CLICK_SHIFT, user)
if(user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)
return
/**
* Ctrl click
* For most objects, pull
*/
/mob/proc/CtrlClickOn(atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(mob/user)
SEND_SIGNAL(src, COMSIG_CLICK_CTRL, user)
SEND_SIGNAL(user, COMSIG_MOB_CTRL_CLICKED, src)
var/mob/living/ML = user
if(istype(ML))
ML.pulled(src)
/mob/living/CtrlClick(mob/user)
if(!isliving(user) || !Adjacent(user) || user.incapacitated())
return ..()
if(world.time < user.next_move)
return FALSE
var/mob/living/user_living = user
if(user_living.apply_martial_art(src, null, is_grab=TRUE) == MARTIAL_ATTACK_SUCCESS)
user_living.changeNext_move(CLICK_CD_MELEE)
return TRUE
return ..()
/mob/living/carbon/human/CtrlClick(mob/user)
if(!ishuman(user) ||!Adjacent(user) || user.incapacitated())
return ..()
if(world.time < user.next_move)
return FALSE
var/mob/living/carbon/human/human_user = user
if(human_user.dna.species.grab(human_user, src, human_user.mind.martial_art))
human_user.changeNext_move(CLICK_CD_MELEE)
return TRUE
return ..()
/**
* Alt click
* Unused except for AI
*/
/mob/proc/AltClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
A.AltClick(src)
/atom/proc/AltClick(mob/user)
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT, user) & COMPONENT_CANCEL_CLICK_ALT)
return
var/turf/T = get_turf(src)
if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T))
user.listed_turf = T
user.client << output("[url_encode(json_encode(T.name))];", "statbrowser:create_listedturf")
///The base proc of when something is right clicked on when alt is held - generally use alt_click_secondary instead
/atom/proc/alt_click_on_secondary(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON_SECONDARY, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
A.alt_click_secondary(src)
///The base proc of when something is right clicked on when alt is held
/atom/proc/alt_click_secondary(mob/user)
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT_SECONDARY, user) & COMPONENT_CANCEL_CLICK_ALT_SECONDARY)
return
/// Use this instead of [/mob/proc/AltClickOn] where you only want turf content listing without additional atom alt-click interaction
/atom/proc/AltClickNoInteract(mob/user, atom/A)
var/turf/T = get_turf(A)
if(T && user.TurfAdjacent(T))
user.listed_turf = T
user.client << output("[url_encode(json_encode(T.name))];", "statbrowser:create_listedturf")
/mob/proc/TurfAdjacent(turf/T)
return T.Adjacent(src)
/**
* Control+Shift click
* Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(atom/A)
A.CtrlShiftClick(src)
return
/mob/proc/ShiftMiddleClickOn(atom/A)
src.pointed(A)
return
/atom/proc/CtrlShiftClick(mob/user)
SEND_SIGNAL(src, COMSIG_CLICK_CTRL_SHIFT, user)
return
/*
Misc helpers
face_atom: turns the mob towards what you clicked on
*/
/// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(atom/A)
if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y )
return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16)
setDir(NORTH)
else if(A.pixel_y < -16)
setDir(SOUTH)
else if(A.pixel_x > 16)
setDir(EAST)
else if(A.pixel_x < -16)
setDir(WEST)
return
if(abs(dx) < abs(dy))
if(dy > 0)
setDir(NORTH)
else
setDir(SOUTH)
else
if(dx > 0)
setDir(EAST)
else
setDir(WEST)
//debug
/atom/movable/screen/proc/scale_to(x1,y1)
if(!y1)
y1 = x1
var/matrix/M = new
M.Scale(x1,y1)
transform = M
/atom/movable/screen/click_catcher
icon = 'icons/hud/screen_gen.dmi'
icon_state = "catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
/atom/movable/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
var/icon/newicon = icon('icons/hud/screen_gen.dmi', "catcher")
var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
var/px = view_size_x * world.icon_size
var/py = view_size_y * world.icon_size
var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
newicon.Scale(sx, sy)
icon = newicon
screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
var/matrix/M = new
M.Scale(px/sx, py/sy)
transform = M
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, MIDDLE_CLICK) && iscarbon(usr))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/T = params2turf(LAZYACCESS(modifiers, SCREEN_LOC), get_turf(usr.client ? usr.client.eye : usr), usr.client)
params += "&catcher=1"
if(T)
T.Click(location, control, params)
. = 1
/// MouseWheelOn
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
SEND_SIGNAL(src, COMSIG_MOUSE_SCROLL_ON, A, delta_x, delta_y, params)
/mob/dead/observer/MouseWheelOn(atom/A, delta_x, delta_y, params)
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
var/view = 0
if(delta_y > 0)
view = -1
else
view = 1
add_view_range(view)
/mob/proc/check_click_intercept(params,A)
//Client level intercept
if(client?.click_intercept)
if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
return TRUE
//Mob level intercept
if(click_intercept)
if(call(click_intercept, "InterceptClickOn")(src, params, A))
return TRUE
return FALSE