Files
Bubberstation/code/_onclick/click.dm
SkyratBot 61c379045c [MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537)

adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-18 11:40:59 -04:00

545 lines
16 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/datum/status_effect/effect as anything in status_effects)
mod *= effect.nextmove_modifier()
adj += effect.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) || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
var/list/modifiers = params2list(params)
if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, modifiers) & COMSIG_MOB_CANCEL_CLICKON)
return
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))
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlMiddleClickOn(A)
else
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
base_click_alt(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlClickOn(A)
return
if(incapacitated(IGNORE_RESTRAINTS|IGNORE_STASIS))
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, Adjacent(A), modifiers)
return
if(throw_mode)
if(throw_item(A))
changeNext_move(CLICK_CD_THROW)
return
var/obj/item/W = get_active_held_item()
if(W == A)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
W.attack_self_secondary(src, modifiers)
update_held_items()
return
else
W.attack_self(src, modifiers)
update_held_items()
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, TRUE, modifiers)
return
//Can't reach anything else in lockers or other weirdness
if(!loc.AllowClick())
return
// In a storage item with a disassociated storage parent
var/obj/item/item_atom = A
if(istype(item_atom))
if((item_atom.item_flags & IN_STORAGE) && (item_atom.loc.flags_1 & HAS_DISASSOCIATED_STORAGE_1))
UnarmedAttack(item_atom, TRUE, modifiers)
//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, TRUE, 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, FALSE, 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
if(isturf(target) || isturf(target.loc) || (target in direct_access) || (ismovable(target) && target.flags_1 & IS_ONTOP_1) || target.loc?.atom_storage) //Directly accessible atoms
if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
return TRUE
closed[target] = TRUE
if (!target.loc)
continue
if(target.loc.atom_storage)
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 ..() + get_all_contents()
/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.SetInvisibility(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
/**
* UnarmedAttack: The higest level of mob click chain discounting click itself.
*
* This handles, just "clicking on something" without an item. It translates
* into [atom/proc/attack_hand], [atom/proc/attack_animal] 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)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED_SECONDARY, target, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* 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)
SEND_SIGNAL(src, COMSIG_SHIFT_CLICKED_ON, user)
var/flags = SEND_SIGNAL(user, COMSIG_CLICK_SHIFT, src)
if(flags & COMSIG_MOB_CANCEL_CLICKON)
return
if(user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)
/**
* 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)
if(!can_interact(user))
return FALSE
/mob/living/CtrlClick(mob/living/user)
if(!isliving(user) || !user.CanReach(src) || user.incapacitated())
return ..()
if(world.time < user.next_move)
return FALSE
if(user.grab(src))
user.changeNext_move(CLICK_CD_MELEE)
return TRUE
return ..()
/mob/proc/CtrlMiddleClickOn(atom/A)
if(check_rights_for(client, R_ADMIN))
client.toggle_tag_datum(A)
else
A.CtrlClick(src)
return
///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(!user.can_interact_with(src))
return FALSE
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT_SECONDARY, user) & COMPONENT_CANCEL_CLICK_ALT_SECONDARY)
return
if(isobserver(user) && user.client && check_rights_for(user.client, R_DEBUG))
user.client.toggle_tag_datum(src)
return
/mob/proc/TurfAdjacent(turf/tile)
return tile.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
//SKYRAT EDIT NOTE: CtrlShiftClick for HUMANS has been overriden in click.dm in the interaction module.
/atom/proc/CtrlShiftClick(mob/user)
if(!can_interact(user))
return FALSE
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/atom_to_face)
if( buckled || stat != CONSCIOUS || !atom_to_face || !x || !y || !atom_to_face.x || !atom_to_face.y )
return
var/dx = atom_to_face.x - x
var/dy = atom_to_face.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(atom_to_face.pixel_y > 16)
setDir(NORTH)
else if(atom_to_face.pixel_y < -16)
setDir(SOUTH)
else if(atom_to_face.pixel_x > 16)
setDir(EAST)
else if(atom_to_face.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/Initialize(mapload, datum/hud/hud_owner)
. = ..()
RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, PROC_REF(offset_increased))
offset_increased(SSmapping, 0, SSmapping.max_plane_offset)
// Draw to the lowest plane level offered
/atom/movable/screen/click_catcher/proc/offset_increased(datum/source, old_offset, new_offset)
SIGNAL_HANDLER
SET_PLANE_W_SCALAR(src, initial(plane), new_offset)
/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/click_turf = parse_caught_click_modifiers(modifiers, get_turf(usr.client ? usr.client.eye : usr), usr.client)
if (click_turf)
modifiers["catcher"] = TRUE
click_turf.Click(click_turf, control, list2params(modifiers))
. = 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
#undef MAX_SAFE_BYOND_ICON_SCALE_TILES
#undef MAX_SAFE_BYOND_ICON_SCALE_PX