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Conflicts: code/game/machinery/recharger.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob.dm
352 lines
8.4 KiB
Plaintext
352 lines
8.4 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(location,control,params)
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if(src)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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if(src)
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usr.DblClickOn(src,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( var/atom/A, var/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.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(modifiers["shift"] && modifiers["ctrl"])
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CtrlShiftClickOn(A)
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return
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if(modifiers["middle"])
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MiddleClickOn(A)
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return
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if(modifiers["shift"])
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ShiftClickOn(A)
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return
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if(modifiers["alt"]) // alt and alt-gr (rightalt)
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return
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if(stat || paralysis || stunned || weakened)
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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(next_move > world.time) // in the year 2000...
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return
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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)
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if(restrained())
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RestrainedClickOn(A)
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return
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if(in_throw_mode)
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if(isturf(A) || isturf(A.loc))
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throw_item(A)
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return
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throw_mode_off()
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if(!istype(A,/obj/item/weapon/gun) && !isturf(A) && !istype(A,/obj/screen))
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last_target_click = world.time
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var/obj/item/W = get_active_hand()
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if(W == A)
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next_move = world.time + 6
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if(W.flags&USEDELAY)
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next_move += 5
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W.attack_self(src)
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if(hand)
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update_inv_l_hand(0)
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else
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update_inv_r_hand(0)
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return
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// operate two STORAGE levels deep here (item in backpack in src; NOT item in box in backpack in src)
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var/sdepth = A.storage_depth(src)
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if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 1))
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// faster access to objects already on you
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if(A in contents)
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next_move = world.time + 6 // on your person
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else
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next_move = world.time + 8 // in a box/bag or in your square
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// No adjacency needed
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if(W)
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if(W.flags&USEDELAY)
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next_move += 5
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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 indicates adjacency
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else
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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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// Allows you to click on a box's contents, if that box is on the ground, but no deeper than that
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sdepth = A.storage_depth_turf()
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if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
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next_move = world.time + 10
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if(A.Adjacent(src)) // see adjacent.dm
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if(W)
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if(W.flags&USEDELAY)
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next_move += 5
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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)
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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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UnarmedAttack(A, 1)
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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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return
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/mob/proc/changeNext_move(num)
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next_move = world.time + num
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// Default behavior: ignore double clicks, consider them normal clicks instead
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/mob/proc/DblClickOn(var/atom/A, var/params)
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ClickOn(A,params)
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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(!ticker)
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src << "You cannot attack people before the game has started."
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return 0
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if (istype(get_area(src), /area/start))
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src << "No attacking people at spawn, you jackass."
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return 0
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if(stat)
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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(TK in mutations)
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switch(get_dist(src,A))
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if(0)
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;
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if(1 to 5) // not adjacent may mean blocked by window
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next_move += 2
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if(5 to 7)
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next_move += 5
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if(8 to tk_maxrange)
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next_move += 10
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else
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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(var/atom/A)
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return
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/mob/living/carbon/MiddleClickOn(var/atom/A)
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swap_hand()
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// In case of use break glass
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/*
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/atom/proc/MiddleClick(var/mob/M as mob)
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return
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*/
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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(var/atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(var/mob/user)
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if(user.client && user.client.eye == user)
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user.examinate(src)
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return
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/*
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Ctrl click
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For most objects, pull
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*/
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/mob/proc/CtrlClickOn(var/atom/A)
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A.CtrlClick(src)
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return
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/atom/proc/CtrlClick(var/mob/user)
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return
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/atom/movable/CtrlClick(var/mob/user)
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if(Adjacent(user))
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user.start_pulling(src)
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/*
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Alt click
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Unused except for AI
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*/
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/mob/proc/AltClickOn(var/atom/A)
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A.AltClick(src)
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return
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/atom/proc/AltClick(var/mob/user)
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var/turf/T = get_turf(src)
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if(T && user.TurfAdjacent(T))
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if(user.listed_turf == T)
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user.listed_turf = null
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else
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user.listed_turf = T
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user.client.statpanel = T.name
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return
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/mob/proc/TurfAdjacent(var/turf/T)
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return T.AdjacentQuick(src)
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/*
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Control+Shift click
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Unused except for AI
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*/
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/mob/proc/CtrlShiftClickOn(var/atom/A)
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A.CtrlShiftClick(src)
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return
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/atom/proc/CtrlShiftClick(var/mob/user)
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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)
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return
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/mob/living/LaserEyes(atom/A)
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next_move = world.time + 6
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(A)
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var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam( loc )
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LE.icon = 'icons/effects/genetics.dmi'
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LE.icon_state = "eyelasers"
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playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
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LE.firer = src
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LE.def_zone = get_organ_target()
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LE.original = A
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LE.current = T
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LE.yo = U.y - T.y
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LE.xo = U.x - T.x
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spawn( 1 )
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LE.process()
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/mob/living/carbon/human/LaserEyes()
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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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src << "<span class='warning'>You're out of energy! You need food!</span>"
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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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