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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>
125 lines
4.4 KiB
Plaintext
125 lines
4.4 KiB
Plaintext
// A receptionist's bell
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/obj/structure/desk_bell
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name = "desk bell"
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desc = "The cornerstone of any customer service job. You feel an unending urge to ring it."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "desk_bell"
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layer = OBJ_LAYER
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anchored = FALSE
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pass_flags = PASSTABLE // Able to place on tables
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max_integrity = 5000 // To make attacking it not instantly break it
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/// The amount of times this bell has been rang, used to check the chance it breaks
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var/times_rang = 0
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/// Is this bell broken?
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var/broken_ringer = FALSE
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/// The cooldown for ringing the bell
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COOLDOWN_DECLARE(ring_cooldown)
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/// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether.
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var/ring_cooldown_length = 0.3 SECONDS // This is here to protect against tinnitus.
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/// The sound the bell makes
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var/ring_sound = 'sound/machines/microwave/microwave-end.ogg'
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/obj/structure/desk_bell/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/desk_bell/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(held_item?.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
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return CONTEXTUAL_SCREENTIP_SET
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if(broken_ringer)
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if(held_item?.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Fix"
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else
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var/click_context = "Ring"
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if(prob(1))
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click_context = "Annoy"
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context[SCREENTIP_CONTEXT_LMB] = click_context
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/desk_bell/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, ring_cooldown) && ring_cooldown_length)
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return TRUE
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if(!ring_bell(user))
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to_chat(user, span_notice("[src] is silent. Some idiot broke it."))
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if(ring_cooldown_length)
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COOLDOWN_START(src, ring_cooldown, ring_cooldown_length)
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return TRUE
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/obj/structure/desk_bell/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/desk_bell/attackby(obj/item/weapon, mob/living/user, params)
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. = ..()
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times_rang += weapon.force
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ring_bell(user)
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// Fix the clapper
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/obj/structure/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
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if(broken_ringer)
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balloon_alert(user, "repairing...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert_to_viewers("repaired")
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playsound(user, 'sound/items/change_drill.ogg', 50, vary = TRUE)
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broken_ringer = FALSE
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times_rang = 0
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return ITEM_INTERACT_SUCCESS
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return FALSE
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return ..()
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// Deconstruct
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/obj/structure/desk_bell/wrench_act_secondary(mob/living/user, obj/item/tool)
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balloon_alert(user, "taking apart...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert(user, "disassembled")
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playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE)
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if(!broken_ringer) // Drop 2 if it's not broken.
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new/obj/item/stack/sheet/iron(drop_location())
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/// Check if the clapper breaks, and if it does, break it
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/obj/structure/desk_bell/proc/check_clapper(mob/living/user)
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if(((times_rang >= 10000) || prob(times_rang/100)) && ring_cooldown_length)
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to_chat(user, span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it."))
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broken_ringer = TRUE
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/// Ring the bell
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/obj/structure/desk_bell/proc/ring_bell(mob/living/user)
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if(broken_ringer)
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return FALSE
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check_clapper(user)
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// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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times_rang++
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return TRUE
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// A warning to all who enter; the ringing sound STACKS. It won't be deafening because it only goes every decisecond,
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// but I did feel like my ears were going to start bleeding when I tested it with my autoclicker.
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/obj/structure/desk_bell/speed_demon
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desc = "The cornerstone of any customer service job. This one's been modified for hyper-performance."
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ring_cooldown_length = 0
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/obj/structure/desk_bell/mouse_drop_dragged(atom/over_object, mob/user)
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if(!istype(over_object, /obj/vehicle/ridden/wheelchair))
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return
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var/obj/vehicle/ridden/wheelchair/target = over_object
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if(target.bell_attached)
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user.balloon_alert(user, "already has a bell!")
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return
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user.balloon_alert(user, "attaching bell...")
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if(!do_after(user, 0.5 SECONDS))
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return
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target.attach_bell(src)
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