Files
Paradise/code/_onclick/click.dm
warriorstar-orion 81b3a20130 /tg/ AI controllers, part 1: core implementation. (#28065)
* /tg/ AI controllers, part 1: core implementation.

* lewc review

* remove unused arg

* lewc review 2

* lint fix
2025-02-12 22:16:06 +00:00

518 lines
14 KiB
Plaintext

/*
Click code cleanup
~Sayu
*/
//Delays the mob's next action by num deciseconds
// eg: 10-3 = 7 deciseconds of delay
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/changeNext_move(num)
next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
//Delays the mob's next click by num deciseconds
// eg: 10-3 = 7 deciseconds of delay
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/changeNext_click(num)
next_click = world.time + ((num+next_click_adjust)*next_click_modifier)
/*
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(location,control,params)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
usr.DblClickOn(src,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__legacy__attackchain(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(QDELETED(A))
return
if(client?.click_intercept)
client.click_intercept.InterceptClickOn(src, params, A)
return
if(next_click > world.time)
return
changeNext_click(1)
var/list/modifiers = params2list(params)
var/dragged = modifiers["drag"]
if(dragged && !modifiers[dragged])
return
if(IsFrozen(A) && !is_admin(usr))
to_chat(usr, "<span class='boldannounceic'>Interacting with admin-frozen players is not permitted.</span>")
return
if(modifiers["middle"] && modifiers["shift"] && modifiers["ctrl"])
MiddleShiftControlClickOn(A)
return
if(modifiers["middle"] && modifiers["shift"])
MiddleShiftClickOn(A)
return
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["shift"] && modifiers["alt"])
AltShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(incapacitated(ignore_restraints = 1, ignore_grab = 1))
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(!modifiers["catcher"] && A.IsObscured())
return
if(ismecha(loc))
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)
if(restrained())
RestrainedClickOn(A)
return
if(in_throw_mode)
throw_item(A)
return
if(isLivingSSD(A))
if(client && client.send_ssd_warning(A))
return
var/obj/item/W = get_active_hand()
if(W == A)
if(W.new_attack_chain)
W.activate_self(src)
else
W.attack_self__legacy__attackchain(src)
if(hand)
update_inv_l_hand()
else
update_inv_r_hand()
return
// operate three levels deep here (item in backpack in src; item in box in backpack in src, not any deeper)
if(A in direct_access())
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
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 TRUE
if(can_reach(A, W))
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A, 1)
else
if(W)
if(W.new_attack_chain)
A.base_ranged_item_interaction(src, W, params)
else
W.afterattack__legacy__attackchain(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
/**
* A backwards depth-limited breadth-first-search to see if the target is
* logically "in" anything adjacent to us.
*/
/atom/movable/proc/can_reach(atom/ultimate_target, obj/item/tool, view_only = FALSE) //This might break mod storage. If it does, we hardcode mods / funny bag in here
var/list/direct_access = direct_access()
var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
var/list/closed = list()
var/list/checking = list(ultimate_target)
while(length(checking) && depth > 0)
var/list/next = list()
--depth
for(var/atom/target in checking) // will filter out nulls
if(closed[target] || isarea(target)) // avoid infinity situations
continue
if(isturf(target) || isturf(target.loc) || (target in direct_access) || !(target.IsObscured()) || istype(target.loc, /obj/item/storage)) //Directly accessible atoms
if(target.Adjacent(src) || (tool && check_tool_reach(src, target, tool.reach))) //Adjacent or reaching attacks
return TRUE
closed[target] = TRUE
if(!target.loc)
continue
if(istype(target.loc, /obj/item/storage))
next += target.loc
checking = next
return FALSE
/atom/movable/proc/direct_access()
return list(src, loc)
/mob/direct_access(atom/target)
return ..() + contents
/mob/living/direct_access(atom/target)
return ..() + get_contents()
/proc/check_tool_reach(atom/movable/here, atom/movable/there, reach)
if(!here || !there)
return FALSE
switch(reach)
if(0, 1)
return FALSE //here.Adjacent(there)
if(2 to INFINITY)
var/obj/dummy = new(get_turf(here))
dummy.pass_flags |= PASSTABLE
dummy.invisibility = 120
for(var/i in 1 to reach) //Limit it to that many tries
var/turf/T = get_step(dummy, get_dir(dummy, there))
if(dummy.can_reach(there))
qdel(dummy)
return TRUE
if(!dummy.Move(T)) //we're blocked!
qdel(dummy)
return FALSE
qdel(dummy)
/// Can this mob use keybinded click actions? (Altclick, Ctrlclick, ect)
/mob/proc/can_use_clickbinds()
return TRUE
//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
/atom/proc/IsObscured()
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
var/turf/T = get_turf_pixel(src)
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/atom/movable/AM in src)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
return TRUE
return FALSE
// Default behavior: ignore double clicks, consider them normal clicks instead
/mob/proc/DblClickOn(atom/A, 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(atom/A, proximity_flag)
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
return
/*
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(atom/A, params)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(SEND_SIGNAL(A, COMSIG_ATOM_RANGED_ATTACKED, src) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/*
Restrained ClickOn
Used when you are handcuffed and click things.
Not currently used by anything but could easily be.
*/
/mob/proc/RestrainedClickOn(atom/A)
return
/*
Middle click
Only used for swapping hands
*/
/mob/proc/MiddleClickOn(atom/A)
pointed(A)
return
// See click_override.dm
/mob/living/MiddleClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, src)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
if(middleClickOverride)
middleClickOverride.onClick(A, src)
else
..()
/*
Middle shift-click
Makes the mob face the direction of the clicked thing
*/
/mob/proc/MiddleShiftClickOn(atom/A)
return
/mob/living/MiddleShiftClickOn(atom/A)
if(incapacitated())
return
var/face_dir = get_cardinal_dir(src, A)
if(!face_dir || forced_look == face_dir || A == src)
clear_forced_look()
return
set_forced_look(A, FALSE)
/*
Middle shift-control-click
Makes the mob constantly face the object (until it's out of sight)
*/
/mob/proc/MiddleShiftControlClickOn(atom/A)
return
/mob/living/MiddleShiftControlClickOn(atom/A)
if(incapacitated())
return
var/face_uid = A.UID()
if(forced_look == face_uid || A == src)
clear_forced_look()
return
set_forced_look(A, TRUE)
// In case of use break glass
/*
/atom/proc/MiddleClick(mob/M as mob)
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)
if(user.client && get_turf(user.client.eye) == get_turf(user))
user.examinate(src)
return
/*
Ctrl click
For most objects, pull
*/
/mob/proc/CtrlClickOn(atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(mob/user)
SEND_SIGNAL(src, COMSIG_CLICK_CTRL, user)
var/mob/living/ML = user
if(istype(ML))
ML.pulled(src)
/*
Alt click
*/
/mob/proc/AltClickOn(atom/A)
A.AltClick(src)
return
// See click_override.dm
/mob/living/AltClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A, src)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
if(middleClickOverride && middleClickOverride.onClick(A, src))
return
..()
/atom/proc/AltClick(mob/user)
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT, user) & COMPONENT_CANCEL_ALTCLICK)
return
var/turf/T = get_turf(src)
if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T))
user.set_listed_turf(T)
/// Use this instead of [/mob/proc/AltClickOn] where you only want turf content listing without additional atom alt-click interaction
/atom/proc/AltClickNoInteract(mob/user, atom/A)
var/turf/T = get_turf(A)
if(T && user.TurfAdjacent(T))
user.set_listed_turf(T)
/mob/proc/TurfAdjacent(turf/T)
return T.Adjacent(src)
/*
Control+Shift/Alt+Shift click
Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(atom/A)
A.CtrlShiftClick(src)
return
/atom/proc/CtrlShiftClick(mob/user)
return
/mob/proc/AltShiftClickOn(atom/A)
A.AltShiftClick(src)
return
/mob/proc/ShiftMiddleClickOn(atom/A)
return
/atom/proc/AltShiftClick(mob/user)
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)
return
/mob/living/LaserEyes(atom/A)
changeNext_move(CLICK_CD_RANGE)
var/turf/T = get_turf(src)
var/turf/U = get_turf(A)
var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam(loc)
LE.icon = 'icons/effects/genetics.dmi'
LE.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
LE.firer = src
LE.firer_source_atom = src
LE.def_zone = ran_zone(zone_selected)
LE.original = A
LE.current = T
LE.yo = U.y - T.y
LE.xo = U.x - T.x
LE.fire()
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(atom/A)
if(stat || buckled || !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
dir = direction
/atom/movable/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
/atom/movable/screen/click_catcher/MouseEntered(location, control, params)
return
/atom/movable/screen/click_catcher/MouseExited(location, control, params)
return
#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
/atom/movable/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
var/icon/newicon = icon('icons/mob/screen_gen.dmi', "catcher")
var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
var/px = view_size_x * world.icon_size
var/py = view_size_y * world.icon_size
var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
newicon.Scale(sx, sy)
icon = newicon
screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
var/matrix/M = new
M.Scale(px/sx, py/sy)
transform = M
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(modifiers["middle"] && iscarbon(usr))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/click_turf = parse_caught_click_modifiers(modifiers, get_turf(usr.client ? usr.client.eye : usr), usr.client)
if(click_turf)
modifiers["catcher"] = TRUE
click_turf.Click(location, control, list2params(modifiers))
. = 1
#undef MAX_SAFE_BYOND_ICON_SCALE_TILES
#undef MAX_SAFE_BYOND_ICON_SCALE_PX