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Bubberstation/code/game/objects/effects/cursor_catcher.dm
SkyratBot ac2b1d5ec7 [MIRROR] Restores Spell Card targetting behaviour [MDB IGNORE] (#19776)
* Restores Spell Card targetting behaviour (#73706)

## About The Pull Request

Fixes #52946

This has been broken ever since #44112 which apparently removed the proc
in this component which selected a target for performance reasons and
just... didn't replace it with anything else? So it's been bricked ever
since.

In order to restore the removed mouse tracking behaviour I implemented
the pattern used in scoped weapons and the kinesis module. As this was
the third thing I could find to use this code, I abstracted it out into
an object where most of the shared behaviour lives. I tested those
things too and they still seem to do what they used to.

Here it is in action:

https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4

Because this spell now applies a full screen overlay in order to
function, it's really begging for someone to make some touhou-style art
with cards and patterns around the edge of the screen while you are in
aiming mode, but I'm not going to be the one to make it.

I tidied this component up and refactored it as best I could while I was
reworking it to use a full screen overlay but I am... not totally
confident that it should be a component at all given that it keeps being
created and destroyed. But also it has worked that way for like four
years now, so who am I to say.

Oh yeah also the icon for this spell broke, so I fixed it.

## Why It's Good For The Game

Makes a reasonably terrible wizard spell marginally less bad.
Maybe now that this component works, some other things can use it?
If we make a fourth thing which follows your cursor it won't need to
copy/paste code around.

## Changelog

🆑
fix: Spell Cards from the Wizard spell will now home in somewhat on the
target nearest to your cursor.
fix: The Spell Cards spell now displays the correct icon instead of a
big red "error" text.
/🆑

* Restores Spell Card targetting behaviour

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-11 15:15:26 +00:00

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/// An effect which tracks the cursor's location on the screen
/atom/movable/screen/fullscreen/cursor_catcher
icon_state = "fullscreen_blocker" // Fullscreen semi transparent icon
plane = HUD_PLANE
mouse_opacity = MOUSE_OPACITY_ICON
/// The mob whose cursor we are tracking.
var/mob/owner
/// Client view size of the scoping mob.
var/list/view_list
/// Pixel x we send to the scope component.
var/given_x
/// Pixel y we send to the scope component.
var/given_y
/// The turf we send to the scope component.
var/turf/given_turf
/// Mouse parameters, for calculation.
var/mouse_params
/// Links this up with a mob
/atom/movable/screen/fullscreen/cursor_catcher/proc/assign_to_mob(mob/owner)
src.owner = owner
view_list = getviewsize(owner.client.view)
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
RegisterSignal(owner, COMSIG_VIEWDATA_UPDATE, PROC_REF(on_viewdata_update))
calculate_params()
/// Update when the mob we're assigned to has moved
/atom/movable/screen/fullscreen/cursor_catcher/proc/on_move(atom/source, atom/oldloc, dir, forced)
SIGNAL_HANDLER
if(!given_turf)
return
var/x_offset = source.loc.x - oldloc.x
var/y_offset = source.loc.y - oldloc.y
given_turf = locate(given_turf.x+x_offset, given_turf.y+y_offset, given_turf.z)
/// Update when our screen size changes
/atom/movable/screen/fullscreen/cursor_catcher/proc/on_viewdata_update(datum/source, view)
SIGNAL_HANDLER
view_list = getviewsize(view)
/atom/movable/screen/fullscreen/cursor_catcher/MouseEntered(location, control, params)
. = ..()
MouseMove(location, control, params)
if(usr == owner)
calculate_params()
/atom/movable/screen/fullscreen/cursor_catcher/MouseMove(location, control, params)
if(usr != owner)
return
mouse_params = params
/atom/movable/screen/fullscreen/cursor_catcher/proc/calculate_params()
var/list/modifiers = params2list(mouse_params)
var/icon_x = text2num(LAZYACCESS(modifiers, VIS_X))
var/icon_y = text2num(LAZYACCESS(modifiers, VIS_Y))
var/our_x = round(icon_x / world.icon_size)
var/our_y = round(icon_y / world.icon_size)
given_turf = locate(owner.x + our_x - round(view_list[1]/2), owner.y + our_y - round(view_list[2]/2), owner.z)
given_x = round(icon_x - world.icon_size * our_x, 1)
given_y = round(icon_y - world.icon_size * our_y, 1)