mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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362 lines
11 KiB
Plaintext
362 lines
11 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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/mob/var/next_click = 0
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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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Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
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that's a lot of code duplication and is hard to maintain.
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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(var/location, var/control, var/params) // This is their reaction to being clicked on (standard proc)
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if(src)
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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(var/location, var/control, var/params)
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if(src)
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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(src)
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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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Handles exceptions: Buildmode, middle click, modified clicks, mech actions
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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
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is recieving it.
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The most common are:
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* mob/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/attackby(item,user) - used only when adjacent
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* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
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* mob/RangedAttack(atom,params) - 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(client && client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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var/list/modifiers = params2list(params)
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if(LAZYACCESS(modifiers, BUTTON4) || LAZYACCESS(modifiers, BUTTON5))
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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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if (LAZYACCESS(modifiers, ALT_CLICK))
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alt_shift_click_on(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(stat || paralysis || stunned)
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return
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face_atom(A) // change direction to face what you clicked on
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if(istype(loc, /obj/mecha))
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if(!locate(/turf) in list(A, A.loc)) // Prevents inventory from being drilled
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return
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var/obj/mecha/M = loc
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return M.click_action(A, src, params)
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/// So, this entire restrained check pretty much tells the rest of the code below you are restrained.
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/// Primarily, this is just so you can do unarmed attacks while restrained (bites)
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/// However, if you wanted to add some special interaction to objects or anything OTHER than mobs, use 'RestrainedClickOn' instead
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/// If you want some interesting restrained interaction HERE, add it here.
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var/currently_restrained = FALSE
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if(restrained())
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setClickCooldown(10)
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RestrainedClickOn(A)
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currently_restrained = TRUE
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if(!currently_restrained && in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
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trigger_aiming(TARGET_CAN_CLICK)
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throw_mode_off()
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return TRUE
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var/obj/item/W = get_active_hand()
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if(!currently_restrained && W == A) // Handle attack_self
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W.attack_self(src)
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trigger_aiming(TARGET_CAN_CLICK)
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update_inv_active_hand(0)
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return 1
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//Atoms on your person
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// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
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var/sdepth = A.storage_depth(src)
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if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH)))
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if(W)
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var/resolved = W.resolve_attackby(A, src, click_parameters = params)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1 indicates adjacency
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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return 1
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if(!currently_restrained && isbelly(loc) && (loc == A.loc))
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if(W)
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var/resolved = W.resolve_attackby(A,src)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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return
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if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
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return
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//Atoms on turfs (not on your person)
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// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
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sdepth = A.storage_depth_turf()
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if(isturf(A) || isturf(A.loc) || (sdepth <= MAX_STORAGE_REACH))
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if(currently_restrained)
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if(ismob(A) && A.Adjacent(src)) //We are RESTRAINED (handcuffed or otherwise) and ADJACENT
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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return
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else
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if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
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if(W && !restrained())
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = W.resolve_attackby(A,src, click_parameters = params)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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return
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else // non-adjacent click
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if(W)
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W.afterattack(A, src, 0, params) // 0: not Adjacent
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else
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RangedAttack(A, params)
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trigger_aiming(TARGET_CAN_CLICK)
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return 1
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/mob/proc/setClickCooldown(var/timeout)
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next_click = max(world.time + timeout, next_click)
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/mob/proc/checkClickCooldown()
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if(next_click > world.time && !CONFIG_GET(flag/no_click_cooldown))
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return FALSE
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return TRUE
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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, var/params)
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return
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/*
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Translates into attack_hand, etc.
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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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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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/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
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return
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/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
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if(is_incorporeal())
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return 0
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if(!SSticker)
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to_chat(src, "You cannot attack people before the game has started.")
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return 0
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if(stat)
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return 0
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// prevent picking up items while being in them
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if(istype(A, /obj/item) && A == loc)
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return 0
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return 1
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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
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laser eyes and telekinesis. You could easily add exceptions
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for things like ranged glove touches, spitting alien acid/neurotoxin,
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animals lunging, etc.
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*/
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/mob/proc/RangedAttack(var/atom/A, var/params)
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if(!mutations.len) return
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if((LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(has_telegrip())
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if(get_dist(src, A) > TK_MAXRANGE)
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to_chat(src, TK_OUTRANGED_MESSAGE)
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return
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A.attack_tk(src)
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/*
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Restrained ClickOn
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Used when you are handcuffed and click things.
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Not currently used by anything but could easily be.
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*/
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/mob/proc/RestrainedClickOn(var/atom/A)
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return
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/*
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Middle click
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Only used for swapping hands
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*/
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/mob/proc/MiddleClickOn(atom/A)
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swap_hand()
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return
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/*
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Shift click
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For most mobs, examine.
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This is overridden in ai.dm
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*/
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/mob/proc/ShiftClickOn(atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(mob/user)
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SEND_SIGNAL(src, COMSIG_SHIFT_CLICKED_ON, user)
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var/shiftclick_flags = SEND_SIGNAL(user, COMSIG_CLICK_SHIFT, src)
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if(shiftclick_flags & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(user.client && !user.is_remote_viewing())
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user.examinate(src)
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return
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/mob/proc/TurfAdjacent(turf/tile)
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return tile.Adjacent(src)
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/mob/proc/ShiftMiddleClickOn(atom/A)
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src.pointed(A)
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return
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/*
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Misc helpers
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Laser Eyes: as the name implies, handles this since nothing else does currently
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face_atom: turns the mob towards what you clicked on
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*/
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/mob/proc/LaserEyes(atom/A, params)
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return
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/mob/living/LaserEyes(atom/A, params)
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setClickCooldown(4)
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var/turf/T = get_turf(src)
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var/obj/item/projectile/beam/laser_vision/LE = new (T)
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LE.icon = 'icons/effects/genetics.dmi'
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LE.icon_state = "eyelasers"
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playsound(src, 'sound/weapons/taser2.ogg', 75, 1)
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LE.firer = src
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LE.preparePixelProjectile(A, src, params)
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LE.fire()
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/mob/living/carbon/human/LaserEyes(atom/A, params)
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if(nutrition>0)
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..()
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nutrition = max(nutrition - rand(1,5),0)
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handle_regular_hud_updates()
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else
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to_chat(src, span_warning("You're out of energy! You need food!"))
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// Simple helper to face what you clicked on, in case it should be needed in more than one place
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/mob/proc/face_atom(var/atom/A)
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if(!A || !x || !y || !A.x || !A.y) return
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var/dx = A.x - x
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var/dy = A.y - y
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if(!dx && !dy) return
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var/direction
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if(abs(dx) < abs(dy))
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if(dy > 0) direction = NORTH
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else direction = SOUTH
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else
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if(dx > 0) direction = EAST
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else direction = WEST
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if(direction != dir)
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facedir(direction)
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/atom/movable/screen/click_catcher
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name = "" // Empty string names don't show up in context menu clicks
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "click_catcher"
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plane = CLICKCATCHER_PLANE
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layer = LAYER_HUD_UNDER
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mouse_opacity = 2
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screen_loc = "SOUTHWEST to NORTHEAST"
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/atom/movable/screen/click_catcher/Initialize(mapload, ...)
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. = ..()
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verbs.Cut()
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/atom/movable/screen/click_catcher/Click(location, control, params)
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var/list/modifiers = params2list(params)
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if(LAZYACCESS(modifiers, MIDDLE_CLICK) && istype(usr, /mob/living/carbon))
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var/mob/living/carbon/C = usr
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C.swap_hand()
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else
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var/list/P = params2list(params)
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var/turf/T = screen_loc2turf(P["screen-loc"], get_turf(usr))
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if(T)
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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usr.face_atom(T)
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return 1
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T.Click(location, control, params)
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return 1
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/// MouseWheelOn
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/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
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SEND_SIGNAL(src, COMSIG_MOUSE_SCROLL_ON, A, delta_x, delta_y, params)
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