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* tgchat day zero changes * Update code/game/verbs/ooc.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
449 lines
12 KiB
Plaintext
449 lines
12 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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//Delays the mob's next action by num deciseconds
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// eg: 10-3 = 7 deciseconds of delay
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// eg: 10*0.5 = 5 deciseconds of delay
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// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/proc/changeNext_move(num)
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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//Delays the mob's next click by num deciseconds
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// eg: 10-3 = 7 deciseconds of delay
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// eg: 10*0.5 = 5 deciseconds of delay
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// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/proc/changeNext_click(num)
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next_click = world.time + ((num+next_click_adjust)*next_click_modifier)
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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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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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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(atom/A, params)
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if(client.click_intercept)
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client.click_intercept.InterceptClickOn(src, params, A)
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return
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if(next_click > world.time)
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return
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changeNext_click(1)
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var/list/modifiers = params2list(params)
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var/dragged = modifiers["drag"]
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if(dragged && !modifiers[dragged])
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return
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if(IsFrozen(A) && !is_admin(usr))
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to_chat(usr, "<span class='boldannounceic'>Interacting with admin-frozen players is not permitted.</span>")
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return
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if(modifiers["middle"] && modifiers["shift"] && modifiers["ctrl"])
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MiddleShiftControlClickOn(A)
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return
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if(modifiers["middle"] && modifiers["shift"])
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MiddleShiftClickOn(A)
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return
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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["shift"] && modifiers["alt"])
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AltShiftClickOn(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(incapacitated(ignore_restraints = 1, ignore_grab = 1))
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return
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face_atom(A)
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if(next_move > world.time) // in the year 2000...
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return
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if(!modifiers["catcher"] && A.IsObscured())
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return
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if(ismecha(loc))
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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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if(restrained())
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changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
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RestrainedClickOn(A)
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return
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if(in_throw_mode)
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throw_item(A)
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return
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if(isLivingSSD(A))
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if(client && client.send_ssd_warning(A))
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return
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var/obj/item/W = get_active_hand()
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if(W == A)
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W.attack_self(src)
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if(hand)
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update_inv_l_hand()
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else
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update_inv_r_hand()
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return
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// operate three levels deep here (item in backpack in src; item in box in backpack in src, not any deeper)
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var/sdepth = A.storage_depth(src)
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if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 2))
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// No adjacency needed
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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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 TRUE
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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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if(A.Adjacent(src)) // see adjacent.dm
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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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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//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
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/atom/proc/IsObscured()
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if(!isturf(loc)) //This only makes sense for things directly on turfs for now
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return FALSE
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var/turf/T = get_turf_pixel(src)
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if(!T)
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return FALSE
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for(var/atom/movable/AM in T)
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if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
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return TRUE
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return FALSE
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/turf/IsObscured()
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for(var/atom/movable/AM in src)
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if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
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return TRUE
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return FALSE
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// Default behavior: ignore double clicks, consider them normal clicks instead
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/mob/proc/DblClickOn(atom/A, 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(atom/A, proximity_flag)
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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return
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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(atom/A, params)
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if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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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(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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pointed(A)
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return
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// See click_override.dm
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/mob/living/MiddleClickOn(atom/A)
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. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, src)
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if(. & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(middleClickOverride)
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middleClickOverride.onClick(A, src)
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else
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..()
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/*
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Middle shift-click
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Makes the mob face the direction of the clicked thing
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*/
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/mob/proc/MiddleShiftClickOn(atom/A)
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return
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/mob/living/MiddleShiftClickOn(atom/A)
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if(incapacitated())
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return
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var/face_dir = get_cardinal_dir(src, A)
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if(!face_dir || forced_look == face_dir || A == src)
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clear_forced_look()
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return
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set_forced_look(A, FALSE)
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/*
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Middle shift-control-click
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Makes the mob constantly face the object (until it's out of sight)
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*/
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/mob/proc/MiddleShiftControlClickOn(atom/A)
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return
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/mob/living/MiddleShiftControlClickOn(atom/A)
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if(incapacitated())
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return
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var/face_uid = A.UID()
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if(forced_look == face_uid || A == src)
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clear_forced_look()
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return
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set_forced_look(A, TRUE)
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// In case of use break glass
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/*
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/atom/proc/MiddleClick(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(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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if(user.client && get_turf(user.client.eye) == get_turf(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(atom/A)
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A.CtrlClick(src)
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return
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/atom/proc/CtrlClick(mob/user)
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SEND_SIGNAL(src, COMSIG_CLICK_CTRL, user)
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var/mob/living/ML = user
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if(istype(ML))
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ML.pulled(src)
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/*
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Alt click
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*/
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/mob/proc/AltClickOn(atom/A)
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A.AltClick(src)
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return
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// See click_override.dm
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/mob/living/AltClickOn(atom/A)
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. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A, src)
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if(. & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(middleClickOverride && middleClickOverride.onClick(A, src))
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return
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..()
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/atom/proc/AltClick(mob/user)
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if(SEND_SIGNAL(src, COMSIG_CLICK_ALT, user) & COMPONENT_CANCEL_ALTCLICK)
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return
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var/turf/T = get_turf(src)
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if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T))
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user.listed_turf = T
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user.client.statpanel = T.name
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/// Use this instead of [/mob/proc/AltClickOn] where you only want turf content listing without additional atom alt-click interaction
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/atom/proc/AltClickNoInteract(mob/user, atom/A)
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var/turf/T = get_turf(A)
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if(T && user.TurfAdjacent(T))
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user.listed_turf = T
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user.client.statpanel = T.name
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/mob/proc/TurfAdjacent(turf/T)
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return T.Adjacent(src)
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/*
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Control+Shift/Alt+Shift click
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Unused except for AI
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*/
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/mob/proc/CtrlShiftClickOn(atom/A)
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A.CtrlShiftClick(src)
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return
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/atom/proc/CtrlShiftClick(mob/user)
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return
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/mob/proc/AltShiftClickOn(atom/A)
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A.AltShiftClick(src)
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return
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/mob/proc/ShiftMiddleClickOn(atom/A)
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return
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/atom/proc/AltShiftClick(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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changeNext_move(CLICK_CD_RANGE)
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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.firer_source_atom = src
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LE.def_zone = ran_zone(zone_selected)
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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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LE.fire()
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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(atom/A)
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if(stat || buckled || !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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dir = direction
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/obj/screen/click_catcher
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "catcher"
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plane = CLICKCATCHER_PLANE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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screen_loc = "CENTER"
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/obj/screen/click_catcher/MouseEntered(location, control, params)
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return
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/obj/screen/click_catcher/MouseExited(location, control, params)
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return
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#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
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#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
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/obj/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
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var/icon/newicon = icon('icons/mob/screen_gen.dmi', "catcher")
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var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
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var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
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var/px = view_size_x * world.icon_size
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var/py = view_size_y * world.icon_size
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var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
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var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
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newicon.Scale(sx, sy)
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icon = newicon
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screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
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var/matrix/M = new
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M.Scale(px/sx, py/sy)
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transform = M
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/obj/screen/click_catcher/Click(location, control, params)
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var/list/modifiers = params2list(params)
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if(modifiers["middle"] && iscarbon(usr))
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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/turf/T = params2turf(modifiers["screen-loc"], get_turf(usr))
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params += "&catcher=1"
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if(T)
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T.Click(location, control, params)
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. = 1
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