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Port TG pointing to inventory thought bubble, and expand valid pointing targets (#19072)
* Well that actually works * Update atoms_movable.dm * Now you can point at things inside of things.
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@@ -0,0 +1,113 @@
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#define POINT_TIME (2.5 SECONDS)
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/**
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* Point at an atom
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*
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* Intended to enable and standardise the pointing animation for all atoms
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*
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* Not intended as a replacement for the mob verb
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*/
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/atom/movable/proc/point_at(atom/pointed_atom)
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if(!isturf(loc))
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return
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if((pointed_atom in src) || (pointed_atom.loc in src))
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create_point_bubble(pointed_atom)
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return
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var/turf/tile = get_turf(pointed_atom)
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if(!tile)
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return
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var/turf/our_tile = get_turf(src)
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var/obj/visual = new /obj/effect/temp_visual/point(our_tile, invisibility)
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animate(visual, pixel_x = (tile.x - our_tile.x) * world.icon_size + pointed_atom.pixel_x, pixel_y = (tile.y - our_tile.y) * world.icon_size + pointed_atom.pixel_y, time = 1.7, easing = EASE_OUT)
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/atom/movable/proc/create_point_bubble(atom/pointed_atom)
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var/obj/effect/thought_bubble_effect = new
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var/mutable_appearance/thought_bubble = mutable_appearance(
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'icons/effects/effects.dmi',
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thought_bubble_image,
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layer = POINT_LAYER,
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appearance_flags = KEEP_APART,
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)
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var/mutable_appearance/pointed_atom_appearance = new(pointed_atom.appearance)
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pointed_atom_appearance.blend_mode = BLEND_INSET_OVERLAY
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pointed_atom_appearance.layer = POINT_LAYER
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pointed_atom_appearance.pixel_x = 0
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pointed_atom_appearance.pixel_y = 0
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thought_bubble.overlays += pointed_atom_appearance
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var/hover_outline_index = pointed_atom.get_filter("hover_outline")
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if (!isnull(hover_outline_index))
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pointed_atom_appearance.filters.Cut(hover_outline_index, hover_outline_index + 1)
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thought_bubble.pixel_x = 16
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thought_bubble.pixel_y = 32
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thought_bubble.alpha = 200
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thought_bubble.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/mutable_appearance/point_visual = mutable_appearance(
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'icons/mob/screen_gen.dmi',
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"arrow",
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layer = thought_bubble.layer,
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)
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point_visual.pixel_y = 7
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thought_bubble.overlays += point_visual
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thought_bubble.plane = POINT_PLANE
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// vis_contents is used to preserve mouse opacity
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thought_bubble_effect.appearance = thought_bubble
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vis_contents += thought_bubble_effect
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QDEL_IN(thought_bubble_effect, 2 SECONDS)
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/obj/effect/temp_visual/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "arrow"
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layer = POINT_LAYER
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duration = 2 SECONDS
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randomdir = FALSE
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/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
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. = ..()
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invisibility = set_invis
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#undef POINT_TIME
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/**
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* Point at an atom
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*
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* mob verbs are faster than object verbs. See
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* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
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* for why this isn't atom/verb/pointed()
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*
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* note: ghosts can point, this is intended
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*
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* visible_message will handle invisibility properly
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*
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* overridden here and in /mob/dead/observer for different point span classes and sanity checks
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*/
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/mob/verb/pointed(atom/A as mob|obj|turf in view())
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set name = "Point To"
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set category = "Object"
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if(istype(A, /obj/effect/temp_visual/point) || istype(A, /atom/movable/emissive_blocker))
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return FALSE
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if(A.loc in src) // Object is inside a container on the mob. It's not part of the verb's list since it's not in view and requires middle clicking.
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point_at(A)
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return TRUE
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if(client && !(A in view(client.view, src)))
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return FALSE
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point_at(A)
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return TRUE
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