mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-29 02:21:44 +00:00
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
471 lines
14 KiB
Plaintext
471 lines
14 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
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/mob/var/next_click = 0
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// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
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/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
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///Delays the mob's next click/action by num deciseconds
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/// eg: 10-3 = 7 deciseconds of delay
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/// eg: 10*0.5 = 5 deciseconds of delay
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/// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/proc/changeNext_move(num)
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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/mob/living/changeNext_move(num)
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var/mod = next_move_modifier
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var/adj = next_move_adjust
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for(var/datum/status_effect/effect as anything in status_effects)
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mod *= effect.nextmove_modifier()
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adj += effect.nextmove_adjust()
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next_move = world.time + ((num + adj)*mod)
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/**
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* Before anything else, defer these calls to a per-mobtype handler. This allows us to
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* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
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*
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* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
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* that's a lot of code duplication and is hard to maintain.
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*
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* Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location, control, params)
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if(flags_1 & INITIALIZED_1)
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SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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if(flags_1 & INITIALIZED_1)
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usr.DblClickOn(src,params)
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/atom/MouseWheel(delta_x,delta_y,location,control,params)
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if(flags_1 & INITIALIZED_1)
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usr.MouseWheelOn(src, delta_x, delta_y, params)
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/**
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* Standard mob ClickOn()
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*
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* After that, mostly just check your state, check whether you're holding an item,
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* check whether you're adjacent to the target, then pass off the click to whoever is receiving it.
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*
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* The most common are:
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* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
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* * [atom/proc/attackby] (item,user) - used only when adjacent
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* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
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* * [mob/proc/RangedAttack] (atom,modifiers) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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/mob/proc/ClickOn( atom/A, params )
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if(world.time <= next_click)
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return
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next_click = world.time + 1
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if(check_click_intercept(params,A) || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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var/list/modifiers = params2list(params)
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if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, modifiers) & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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ShiftMiddleClickOn(A)
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlShiftClickOn(A)
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return
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ShiftClickOn(A)
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return
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlMiddleClickOn(A)
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else
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MiddleClickOn(A, params)
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return
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if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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AltClickSecondaryOn(A)
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else
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AltClickOn(A)
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlClickOn(A)
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return
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if(incapacitated(IGNORE_RESTRAINTS|IGNORE_STASIS))
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return
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face_atom(A)
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if(next_move > world.time) // in the year 2000...
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return
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if(!LAZYACCESS(modifiers, "catcher") && A.IsObscured())
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return
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
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UnarmedAttack(A, Adjacent(A), modifiers)
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return
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if(throw_mode)
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if(throw_item(A))
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changeNext_move(CLICK_CD_THROW)
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return
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var/obj/item/W = get_active_held_item()
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if(W == A)
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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W.attack_self_secondary(src, modifiers)
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update_held_items()
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return
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else
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W.attack_self(src, modifiers)
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update_held_items()
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return
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//These are always reachable.
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//User itself, current loc, and user inventory
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if(A in DirectAccess())
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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UnarmedAttack(A, TRUE, modifiers)
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return
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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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return
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// In a storage item with a disassociated storage parent
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var/obj/item/item_atom = A
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if(istype(item_atom))
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if((item_atom.item_flags & IN_STORAGE) && (item_atom.loc.flags_1 & HAS_DISASSOCIATED_STORAGE_1))
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UnarmedAttack(item_atom, TRUE, modifiers)
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//Standard reach turf to turf or reaching inside storage
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if(CanReach(A,W))
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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UnarmedAttack(A, TRUE, modifiers)
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else
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if(W)
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A.base_ranged_item_interaction(src, W, modifiers)
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else
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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ranged_secondary_attack(A, modifiers)
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else
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RangedAttack(A, modifiers)
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/// Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
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/atom/proc/IsObscured()
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SHOULD_BE_PURE(TRUE)
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if(!isturf(loc)) //This only makes sense for things directly on turfs for now
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return FALSE
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var/turf/T = get_turf_pixel(src)
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if(!T)
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return FALSE
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for(var/atom/movable/AM in T)
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
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return TRUE
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return FALSE
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/turf/IsObscured()
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for(var/item in src)
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var/atom/movable/AM = item
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1)
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return TRUE
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return FALSE
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/**
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* A backwards depth-limited breadth-first-search to see if the target is
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* logically "in" anything adjacent to us.
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*/
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/atom/proc/CanReach(atom/ultimate_target, obj/item/tool, view_only = FALSE)
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var/list/direct_access = DirectAccess()
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var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
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var/list/closed = list()
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var/list/checking = list(ultimate_target)
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while (checking.len && depth > 0)
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var/list/next = list()
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--depth
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for(var/atom/target in checking) // will filter out nulls
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if(closed[target] || isarea(target)) // avoid infinity situations
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continue
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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
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if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
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return TRUE
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closed[target] = TRUE
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if (!target.loc)
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continue
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if(target.loc.atom_storage)
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next += target.loc
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checking = next
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if(SEND_SIGNAL(src, COMSIG_ATOM_CANREACH, ultimate_target) & COMPONENT_ALLOW_REACH)
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return TRUE
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return FALSE
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/atom/proc/DirectAccess()
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return list(src, loc)
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/mob/DirectAccess(atom/target)
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return ..() + contents
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/mob/living/DirectAccess(atom/target)
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return ..() + get_all_contents()
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/atom/proc/AllowClick()
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return FALSE
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/turf/AllowClick()
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return TRUE
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/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach)
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if(!here || !there)
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return
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switch(reach)
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if(0)
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return FALSE
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if(1)
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return FALSE //here.Adjacent(there)
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if(2 to INFINITY)
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var/obj/dummy = new(get_turf(here))
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dummy.pass_flags |= PASSTABLE
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dummy.SetInvisibility(INVISIBILITY_ABSTRACT)
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for(var/i in 1 to reach) //Limit it to that many tries
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var/turf/T = get_step(dummy, get_dir(dummy, there))
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if(dummy.CanReach(there))
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qdel(dummy)
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return TRUE
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if(!dummy.Move(T)) //we're blocked!
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qdel(dummy)
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return
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qdel(dummy)
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/// Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click)
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/mob/proc/DblClickOn(atom/A, params)
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return
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/**
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* UnarmedAttack: The higest level of mob click chain discounting click itself.
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*
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* This handles, just "clicking on something" without an item. It translates
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* into [atom/proc/attack_hand], [atom/proc/attack_animal] etc.
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*
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* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
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* and usage when clicking on things telekinetically (flag=0). This proc will
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* not be called at ranged except with telekinesis.
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*
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* proximity_flag is not currently passed to attack_hand, and is instead used
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* in human click code to allow glove touches only at melee range.
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*
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* modifiers is a lazy list of click modifiers this attack had,
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* used for figuring out different properties of the click, mostly right vs left and such.
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*/
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/mob/proc/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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return
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/**
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* Ranged unarmed attack:
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*
|
|
* 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)
|
|
|
|
/mob/proc/TurfAdjacent(turf/tile)
|
|
return tile.Adjacent(src)
|
|
|
|
/mob/proc/ShiftMiddleClickOn(atom/A)
|
|
src.pointed(A)
|
|
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
|