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## About The Pull Request Mouse drag & drop has been refactored into its own attack chain. The flowchart below summarizes it  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>
122 lines
3.1 KiB
Plaintext
122 lines
3.1 KiB
Plaintext
/obj/item/modular_computer/laptop
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name = "laptop"
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desc = "A portable laptop computer."
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icon = 'icons/obj/devices/modular_laptop.dmi'
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icon_state = "laptop-closed"
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icon_state_powered = "laptop"
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icon_state_unpowered = "laptop-off"
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icon_state_menu = "menu"
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hardware_flag = PROGRAM_LAPTOP
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max_idle_programs = 3
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w_class = WEIGHT_CLASS_NORMAL
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interaction_flags_mouse_drop = NEED_HANDS
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// No running around with open laptops in hands.
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item_flags = SLOWS_WHILE_IN_HAND
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drag_slowdown = 0
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screen_on = FALSE // Starts closed
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var/start_open = TRUE // unless this var is set to 1
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var/icon_state_closed = "laptop-closed"
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var/w_class_open = WEIGHT_CLASS_BULKY
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var/slowdown_open = 1
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/obj/item/modular_computer/laptop/examine(mob/user)
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. = ..()
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if(screen_on)
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. += span_notice("Alt-click to close it.")
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/obj/item/modular_computer/laptop/Initialize(mapload)
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. = ..()
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if(start_open && !screen_on)
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toggle_open()
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/obj/item/modular_computer/laptop/update_icon_state()
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if(!screen_on)
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icon_state = icon_state_closed
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return
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return ..()
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/obj/item/modular_computer/laptop/update_overlays()
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if(!screen_on)
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cut_overlays()
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return
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return ..()
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/obj/item/modular_computer/laptop/attack_self(mob/user)
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if(!screen_on)
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try_toggle_open(user)
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else
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return ..()
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/obj/item/modular_computer/laptop/verb/open_computer()
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set name = "Toggle Open"
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set category = "Object"
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set src in view(1)
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try_toggle_open(usr)
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/obj/item/modular_computer/laptop/mouse_drop_dragged(atom/over_object, mob/user, src_location, over_location, params)
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if(over_object == user || over_object == src)
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try_toggle_open(user)
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return
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if(istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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if(!isturf(loc))
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return
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user.put_in_hand(src, H.held_index)
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/obj/item/modular_computer/laptop/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(screen_on && isturf(loc))
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return attack_self(user)
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/obj/item/modular_computer/laptop/proc/try_toggle_open(mob/living/user)
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if(issilicon(user))
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return
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if(!isturf(loc) && !ismob(loc)) // No opening it in backpack.
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return
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if(!user.can_perform_action(src))
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return
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toggle_open(user)
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/obj/item/modular_computer/laptop/click_alt(mob/user)
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if(!screen_on)
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return CLICK_ACTION_BLOCKING
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try_toggle_open(user) // Close it.
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return CLICK_ACTION_SUCCESS
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/obj/item/modular_computer/laptop/proc/toggle_open(mob/living/user=null)
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if(screen_on)
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to_chat(user, span_notice("You close \the [src]."))
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slowdown = initial(slowdown)
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update_weight_class(initial(w_class))
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drag_slowdown = initial(drag_slowdown)
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else
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to_chat(user, span_notice("You open \the [src]."))
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slowdown = slowdown_open
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update_weight_class(w_class_open)
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drag_slowdown = slowdown_open
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if(isliving(loc))
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var/mob/living/localmob = loc
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localmob.update_equipment_speed_mods()
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localmob.update_pull_movespeed()
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screen_on = !screen_on
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update_appearance()
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/obj/item/modular_computer/laptop/get_messenger_ending()
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return "Sent from my UNIX Laptop"
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// Laptop frame, starts empty and closed.
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/obj/item/modular_computer/laptop/buildable
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start_open = FALSE
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