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CHOMPStation2/code/_onclick/click.dm
CHOMPStation2StaffMirrorBot f7de0bb70b [MIRROR] Start of TG Click Code Port (#12071)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-12-06 03:18:32 -05:00

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/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
/mob/var/next_click = 0
/*
Before anything else, defer these calls to a per-mobtype handler. This allows us to
remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(var/location, var/control, var/params) // This is their reaction to being clicked on (standard proc)
if(src)
SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
usr.ClickOn(src, params)
/atom/DblClick(var/location, var/control, var/params)
if(src)
usr.DblClickOn(src, params)
/atom/MouseWheel(delta_x,delta_y,location,control,params)
if(src)
usr.MouseWheelOn(src, delta_x, delta_y, params)
/*
Standard mob ClickOn()
Handles exceptions: Buildmode, middle click, modified clicks, mech actions
After that, mostly just check your state, check whether you're holding an item,
check whether you're adjacent to the target, then pass off the click to whoever
is recieving it.
The most common are:
* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* atom/attackby(item,user) - used only when adjacent
* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn(atom/A, params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(client && client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, BUTTON4) || LAZYACCESS(modifiers, BUTTON5))
return
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
ShiftMiddleClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlShiftClickOn(A)
return
if (LAZYACCESS(modifiers, ALT_CLICK))
alt_shift_click_on(A)
return
ShiftClickOn(A)
return
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlMiddleClickOn(A)
else
MiddleClickOn(A, params)
return
if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
AltClickSecondaryOn(A)
else
AltClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlClickOn(A)
return
if(stat || paralysis || stunned)
return
face_atom(A) // change direction to face what you clicked on
if(istype(loc, /obj/mecha))
if(!locate(/turf) in list(A, A.loc)) // Prevents inventory from being drilled
return
var/obj/mecha/M = loc
return M.click_action(A, src, params)
/// So, this entire restrained check pretty much tells the rest of the code below you are restrained.
/// Primarily, this is just so you can do unarmed attacks while restrained (bites)
/// However, if you wanted to add some special interaction to objects or anything OTHER than mobs, use 'RestrainedClickOn' instead
/// If you want some interesting restrained interaction HERE, add it here.
var/currently_restrained = FALSE
if(restrained())
setClickCooldown(10)
RestrainedClickOn(A)
currently_restrained = TRUE
if(!currently_restrained && in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
trigger_aiming(TARGET_CAN_CLICK)
throw_mode_off()
return TRUE
var/obj/item/W = get_active_hand()
if(!currently_restrained && W == A) // Handle attack_self
W.attack_self(src)
trigger_aiming(TARGET_CAN_CLICK)
update_inv_active_hand(0)
return 1
//Atoms on your person
// 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.
var/sdepth = A.storage_depth(src)
if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH)))
if(W)
var/resolved = W.resolve_attackby(A, src, click_parameters = params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1 indicates adjacency
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return 1
if(!currently_restrained && isbelly(loc) && (loc == A.loc))
if(W)
var/resolved = W.resolve_attackby(A,src)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
return
if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
return
//Atoms on turfs (not on your person)
// 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)
sdepth = A.storage_depth_turf()
if(isturf(A) || isturf(A.loc) || (sdepth <= MAX_STORAGE_REACH))
if(currently_restrained)
if(ismob(A) && A.Adjacent(src)) //We are RESTRAINED (handcuffed or otherwise) and ADJACENT
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return
else
if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
if(W && !restrained())
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src, click_parameters = params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
trigger_aiming(TARGET_CAN_CLICK)
return 1
/mob/proc/setClickCooldown(var/timeout)
next_click = max(world.time + timeout, next_click)
/mob/proc/checkClickCooldown()
if(next_click > world.time && !CONFIG_GET(flag/no_click_cooldown))
return FALSE
return TRUE
// Default behavior: ignore double clicks, the second click that makes the doubleclick call already calls for a normal click
/mob/proc/DblClickOn(atom/A, var/params)
return
/*
Translates into attack_hand, etc.
Note: proximity_flag here is used to distinguish between normal usage (flag=1),
and usage when clicking on things telekinetically (flag=0). This proc will
not be called at ranged except with telekinesis.
proximity_flag is not currently passed to attack_hand, and is instead used
in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
return
/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
if(is_incorporeal())
return 0
if(!SSticker)
to_chat(src, "You cannot attack people before the game has started.")
return 0
if(stat)
return 0
// prevent picking up items while being in them
if(istype(A, /obj/item) && A == loc)
return 0
return 1
/*
Ranged unarmed attack:
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(var/atom/A, var/params)
if(!mutations.len) return
if((LASER in mutations) && a_intent == I_HURT)
LaserEyes(A) // moved into a proc below
else if(has_telegrip())
if(get_dist(src, A) > TK_MAXRANGE)
to_chat(src, TK_OUTRANGED_MESSAGE)
return
A.attack_tk(src)
/*
Restrained ClickOn
Used when you are handcuffed and click things.
Not currently used by anything but could easily be.
*/
/mob/proc/RestrainedClickOn(var/atom/A)
return
/*
Middle click
Only used for swapping hands
*/
/mob/proc/MiddleClickOn(atom/A)
swap_hand()
return
/*
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/shiftclick_flags = SEND_SIGNAL(user, COMSIG_CLICK_SHIFT, src)
if(shiftclick_flags & COMSIG_MOB_CANCEL_CLICKON)
return
if(user.client && !user.is_remote_viewing())
user.examinate(src)
return
/mob/proc/TurfAdjacent(turf/tile)
return tile.Adjacent(src)
/mob/proc/ShiftMiddleClickOn(atom/A)
src.pointed(A)
return
/*
Misc helpers
Laser Eyes: as the name implies, handles this since nothing else does currently
face_atom: turns the mob towards what you clicked on
*/
/mob/proc/LaserEyes(atom/A, params)
return
/mob/living/LaserEyes(atom/A, params)
setClickCooldown(4)
var/turf/T = get_turf(src)
var/obj/item/projectile/beam/laser_vision/LE = new (T)
LE.icon = 'icons/effects/genetics.dmi'
LE.icon_state = "eyelasers"
playsound(src, 'sound/weapons/taser2.ogg', 75, 1)
LE.firer = src
LE.preparePixelProjectile(A, src, params)
LE.fire()
/mob/living/carbon/human/LaserEyes(atom/A, params)
if(nutrition>0)
..()
nutrition = max(nutrition - rand(1,5),0)
handle_regular_hud_updates()
else
to_chat(src, span_warning("You're out of energy! You need food!"))
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)
if(!A || !x || !y || !A.x || !A.y) return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) return
var/direction
if(abs(dx) < abs(dy))
if(dy > 0) direction = NORTH
else direction = SOUTH
else
if(dx > 0) direction = EAST
else direction = WEST
if(direction != dir)
facedir(direction)
/atom/movable/screen/click_catcher
name = "" // Empty string names don't show up in context menu clicks
icon = 'icons/mob/screen_gen.dmi'
icon_state = "click_catcher"
plane = CLICKCATCHER_PLANE
layer = LAYER_HUD_UNDER
mouse_opacity = 2
screen_loc = "SOUTHWEST to NORTHEAST"
/atom/movable/screen/click_catcher/Initialize(mapload, ...)
. = ..()
verbs.Cut()
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, MIDDLE_CLICK) && istype(usr, /mob/living/carbon))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/list/P = params2list(params)
var/turf/T = screen_loc2turf(P["screen-loc"], get_turf(usr))
if(T)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
usr.face_atom(T)
return 1
T.Click(location, control, params)
return 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)