Adds animations for picking up and placing items. (#18702)

* Add initial support for telegraphing item pickups

* Add interaction to lockers

* Undo some extraneous changes

* Make pickpocket gloves not show any animation on pickup
This commit is contained in:
Luc
2022-08-14 07:52:04 -07:00
committed by GitHub
parent d688300c3a
commit 2945bed697
5 changed files with 113 additions and 11 deletions
+85
View File
@@ -262,6 +262,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
..()
/obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE)
var/original_loc = loc
if(!user) return 0
if(hasorgans(user))
var/mob/living/carbon/human/H = user
@@ -317,6 +318,17 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
if(isliving(loc))
return 0
if(isturf(original_loc))
var/show_anim = TRUE
var/mob/living/carbon/human/H = user
if(istype(H) && H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && G.pickpocket)
show_anim = FALSE
if(show_anim)
do_pickup_animation(user)
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src))
@@ -816,3 +828,76 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
/// Called on cyborg items that need special charging behavior. Override as needed for specific items.
/obj/item/proc/cyborg_recharge(coeff = 1, emagged = FALSE)
return
/// Show a pickup animation when an item is collected from the ground.
/obj/item/proc/do_pickup_animation(atom/target)
if(!istype(loc, /turf))
return
var/image/pickup_animation = image(icon = src, loc = loc, layer = layer + 0.1)
pickup_animation.plane = GAME_PLANE
pickup_animation.transform.Scale(0.75)
pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
var/turf/current_turf = get_turf(src)
var/direction = get_dir(current_turf, target)
var/to_x = target.pixel_x
var/to_y = target.pixel_y
if(direction & NORTH)
to_y += 32
else if(direction & SOUTH)
to_y -= 32
if(direction & EAST)
to_x += 32
else if(direction & WEST)
to_x -= 32
if(!direction)
to_y += 10
pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
flick_overlay(pickup_animation, GLOB.clients, 4)
var/matrix/animation_matrix = new(pickup_animation.transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.65)
animate(pickup_animation, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = animation_matrix, easing = CUBIC_EASING)
animate(alpha = 0, transform = matrix().Scale(0.7), time = 1)
/// Show a drop animation
/obj/item/proc/do_drop_animation(atom/moving_from)
if(!istype(loc, /turf))
return
var/turf/current_turf = get_turf(src)
var/direction = get_dir(moving_from, current_turf)
var/from_x = moving_from.pixel_x
var/from_y = moving_from.pixel_y
if(direction & NORTH)
from_y -= 32
else if(direction & SOUTH)
from_y += 32
if(direction & EAST)
from_x -= 32
else if(direction & WEST)
from_x += 32
if(!direction)
from_y += 10
from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
//We're moving from these chords to our current ones
var/old_x = pixel_x
var/old_y = pixel_y
var/old_alpha = alpha
var/matrix/old_transform = transform
var/matrix/animation_matrix = new(old_transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
pixel_x = from_x
pixel_y = from_y
alpha = 0
transform = animation_matrix
// This is instant on byond's end, but to our clients this looks like a quick drop
animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING)
@@ -191,6 +191,7 @@
to_chat(user, "<span class='notice'>\The [W] is stuck to your hand, you cannot put it in \the [src]!</span>")
return
if(W)
W.do_drop_animation(user)
W.forceMove(loc)
return TRUE // It's resolved. No afterattack needed. Stops you from emagging lockers when putting in an emag
else if(can_be_emaged && (istype(W, /obj/item/card/emag) || istype(W, /obj/item/melee/energy/blade) && !broken))
+8 -9
View File
@@ -92,10 +92,6 @@
new /obj/structure/table/wood(loc)
qdel(src)
/obj/structure/table/do_climb(mob/living/user)
. = ..()
item_placed(user)
/obj/structure/table/attack_hand(mob/living/user)
..()
if(climber)
@@ -111,8 +107,11 @@
/obj/structure/table/attack_tk() // no telehulk sorry
return
/obj/structure/table/proc/item_placed(item)
return
/**
* Called when an item in particular is placed onto a table.
*/
/obj/structure/table/proc/item_placed(obj/item/I, mob/previous_holder)
I.do_drop_animation(get_turf(previous_holder))
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
@@ -206,7 +205,6 @@
return FALSE
G.affecting.forceMove(get_turf(src))
G.affecting.Weaken(4 SECONDS)
item_placed(G.affecting)
G.affecting.visible_message("<span class='danger'>[G.assailant] pushes [G.affecting] onto [src].</span>", \
"<span class='userdanger'>[G.assailant] pushes [G.affecting] onto [src].</span>")
add_attack_logs(G.assailant, G.affecting, "Pushed onto a table")
@@ -232,7 +230,7 @@
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
item_placed(I)
item_placed(I, user)
else
return ..()
@@ -705,7 +703,7 @@
continue
held.forceMove(NewLoc)
/obj/structure/table/tray/item_placed(atom/movable/item)
/obj/structure/table/tray/item_placed(atom/movable/item, mob/previous_holder)
. = ..()
if(is_type_in_typecache(item, typecache_can_hold))
held_items += item.UID()
@@ -779,6 +777,7 @@
if(!(W.flags & ABSTRACT))
if(user.drop_item())
W.Move(loc)
W.do_drop_animation(user)
return
/obj/structure/rack/wrench_act(mob/user, obj/item/I)
+12 -1
View File
@@ -95,11 +95,22 @@
//If both fail it drops it on the floor and returns 0.
//This is probably the main one you need to know :)
//Just puts stuff on the floor for most mobs, since all mobs have hands but putting stuff in the AI/corgi/ghost hand is VERY BAD.
/mob/proc/put_in_hands(obj/item/W)
/**
* Try to put an item into a mob's hands.
*
* Put the item into our active hand if possible. Failing that, try to put it into our inactive hand. Failing that as well, drop it onto the ground.
* Should return TRUE if the item is successfully put into our hands, and failing that, the item will be dropped and FALSE will be returned.
*
* Arguments
* * W - The item to try to put into your hands
* * ignore_anim - If TRUE, the pickup animation of the item moving to you will be suppressed.
*/
/mob/proc/put_in_hands(obj/item/W, ignore_anim = TRUE)
W.forceMove(drop_location())
W.layer = initial(W.layer)
W.plane = initial(W.plane)
W.dropped()
return FALSE
/mob/proc/drop_item_v() //this is dumb.
if(stat == CONSCIOUS && isturf(loc))
@@ -302,9 +302,15 @@
else
to_chat(src, "<span class='warning'>You are trying to equip this item to an unsupported inventory slot. Report this to a coder!</span>")
/mob/living/carbon/human/put_in_hands(obj/item/I)
/mob/living/carbon/human/put_in_hands(obj/item/I, ignore_anim = FALSE)
if(!I)
return FALSE
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G) && G.pickpocket)
ignore_anim = TRUE
if(isturf(I.loc) && !ignore_anim)
I.do_pickup_animation(src)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
if(!S.get_amount())