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Fixes a lot of bugs with Unarmed Attack logic. - You can not stomp while buckled now. - You can not kick while buckled now. - You can not bite while buckled now. - Fixes it so the click code can properly get to unarmed attack code now, allowing it to run it's proper checks to see if you can attack or not instead of just always returning false. - Changes some vars from 0 to FALSE where indicated. - Gets rid of some needless = FALSE when it was already on the parent - Fixes gloves increasing damage on anything other than punches.
391 lines
11 KiB
Plaintext
391 lines
11 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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/mob/var/next_click = 0
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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(var/location, var/control, var/params) // This is their reaction to being clicked on (standard proc)
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if(src)
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SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
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usr.ClickOn(src, params)
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/atom/DblClick(var/location, var/control, var/params)
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if(src)
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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(var/atom/A, var/params)
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if(!checkClickCooldown()) // Hard check, before anything else, to avoid crashing
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return
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setClickCooldown(1)
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if(client && client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] && modifiers["ctrl"])
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CtrlShiftClickOn(A)
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return 1
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if(modifiers["shift"] && modifiers["middle"])
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ShiftMiddleClickOn(A)
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return 1
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if(modifiers["middle"])
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MiddleClickOn(A)
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return 1
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if(modifiers["shift"])
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ShiftClickOn(A)
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return 0
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if(modifiers["alt"]) // alt and alt-gr (rightalt)
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AltClickOn(A)
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return 1
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return 1
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if(stat || paralysis || stunned || weakened)
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return
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face_atom(A) // change direction to face what you clicked on
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if(istype(loc, /obj/mecha))
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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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/// So, this entire restrained check pretty much tells the rest of the code below you are restrained.
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/// Primarily, this is just so you can do unarmed attacks while restrained (bites)
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/// However, if you wanted to add some special interaction to objects or anything OTHER than mobs, use 'RestrainedClickOn' instead
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/// If you want some interesting restrained interaction HERE, add it here.
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var/currently_restrained = FALSE
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if(restrained())
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setClickCooldown(10)
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RestrainedClickOn(A)
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currently_restrained = TRUE
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if(!currently_restrained && in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
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trigger_aiming(TARGET_CAN_CLICK)
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throw_mode_off()
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return TRUE
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var/obj/item/W = get_active_hand()
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if(!currently_restrained && W == A) // Handle attack_self
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W.attack_self(src)
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trigger_aiming(TARGET_CAN_CLICK)
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update_inv_active_hand(0)
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return 1
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//Atoms on your person
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// 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.
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var/sdepth = A.storage_depth(src)
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if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth != -1 && sdepth <= 1)))
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if(W)
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var/resolved = W.resolve_attackby(A, src, click_parameters = params)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1 indicates adjacency
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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return 1
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// VOREStation Addition Start: inbelly item interaction
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if(!currently_restrained && isbelly(loc) && (loc == A.loc))
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if(W)
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var/resolved = W.resolve_attackby(A,src)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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return
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// VOREStation Addition End
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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
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//Atoms on turfs (not on your person)
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// 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)
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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(currently_restrained)
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if(ismob(A) && A.Adjacent(src)) //We are RESTRAINED (handcuffed or otherwise) and ADJACENT
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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return
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else
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if(!currently_restrained && A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
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if(W && !restrained())
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = W.resolve_attackby(A,src, click_parameters = params)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(get_attack_speed())
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UnarmedAttack(A, 1)
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trigger_aiming(TARGET_CAN_CLICK)
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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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trigger_aiming(TARGET_CAN_CLICK)
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return 1
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/mob/proc/setClickCooldown(var/timeout)
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next_click = max(world.time + timeout, next_click)
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/mob/proc/checkClickCooldown()
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if(next_click > world.time && !CONFIG_GET(flag/no_click_cooldown))
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return FALSE
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return TRUE
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// Default behavior: ignore double clicks, the second click that makes the doubleclick call already calls for a normal click
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/mob/proc/DblClickOn(var/atom/A, var/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(var/atom/A, var/proximity_flag)
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return
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/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
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if(is_incorporeal())
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return 0
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if(!ticker)
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to_chat(src, "You cannot attack people before the game has started.")
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return 0
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if(stat)
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return 0
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// prevent picking up items while being in them
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if(istype(A, /obj/item) && A == loc)
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return 0
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return 1
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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(var/atom/A, var/params)
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if(!mutations.len) return
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if((LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(TK in mutations)
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if(get_dist(src, A) > tk_maxrange)
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return
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A.attack_tk(src)
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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(var/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(var/atom/A)
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swap_hand()
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return
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// In case of use break glass
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/*
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/atom/proc/MiddleClick(var/mob/M as mob)
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return
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*/
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/*
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Shift middle click
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Used for pointing.
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*/
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/mob/proc/ShiftMiddleClickOn(atom/A)
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pointed(A)
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return
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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(var/atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(var/mob/user)
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if(user.client && user.client.eye == 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(var/atom/A)
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A.CtrlClick(src)
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return
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/atom/proc/CtrlClick(var/mob/user)
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return
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/atom/movable/CtrlClick(var/mob/user)
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if(Adjacent(user))
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user.start_pulling(src)
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/turf/CtrlClick(var/mob/user)
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user.stop_pulling()
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/*
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Alt click
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Unused except for AI
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*/
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/mob/proc/AltClickOn(var/atom/A)
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A.AltClick(src)
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return
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/atom/proc/AltClick(var/mob/user)
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var/turf/T = get_turf(src)
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if(T && user.TurfAdjacent(T))
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user.set_listed_turf(T)
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return 1
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/mob/proc/TurfAdjacent(var/turf/T)
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return T.AdjacentQuick(src)
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/*
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Control+Shift click
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Unused except for AI
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*/
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/mob/proc/CtrlShiftClickOn(var/atom/A)
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A.CtrlShiftClick(src)
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return
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/atom/proc/CtrlShiftClick(var/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, params)
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return
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/mob/living/LaserEyes(atom/A, params)
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setClickCooldown(4)
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var/turf/T = get_turf(src)
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var/obj/item/projectile/beam/LE = new (T)
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LE.icon = 'icons/effects/genetics.dmi'
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LE.icon_state = "eyelasers"
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playsound(src, 'sound/weapons/taser2.ogg', 75, 1)
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LE.firer = src
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LE.preparePixelProjectile(A, src, params)
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LE.fire()
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/mob/living/carbon/human/LaserEyes(atom/A, params)
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if(nutrition>0)
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..()
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nutrition = max(nutrition - rand(1,5),0)
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handle_regular_hud_updates()
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else
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to_chat(src, span_warning("You're out of energy! You need food!"))
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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(var/atom/A)
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if(!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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if(direction != dir)
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facedir(direction)
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/obj/screen/click_catcher
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name = "" // Empty string names don't show up in context menu clicks
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "click_catcher"
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plane = CLICKCATCHER_PLANE
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layer = LAYER_HUD_UNDER
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mouse_opacity = 2
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screen_loc = "SOUTHWEST to NORTHEAST"
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/obj/screen/click_catcher/Initialize(mapload, ...)
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. = ..()
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verbs.Cut()
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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"] && istype(usr, /mob/living/carbon))
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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/list/P = params2list(params)
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var/turf/T = screen_loc2turf(P["screen-loc"], get_turf(usr))
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if(T)
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if(modifiers["shift"])
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usr.face_atom(T)
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return 1
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T.Click(location, control, params)
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return 1
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