Merge pull request #850 from Citadel-Station-13/upstream-merge-26980
[MIRROR] Small Click refactor.
This commit is contained in:
+80
-47
@@ -107,64 +107,112 @@
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var/obj/item/W = get_active_held_item()
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if(W == A)
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W.attack_self(src)
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update_inv_hands()
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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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if(A.ClickAccessible(src, depth=INVENTORY_DEPTH))
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// No adjacency needed
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//These are always reachable.
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//User itself, current loc, and user inventory
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if(DirectAccess(A))
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if(W)
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melee_item_attack_chain(src, W, A, params)
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melee_item_attack_chain(src,W,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)
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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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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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return
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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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if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
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if(Adjacent(A) || (W && CheckReach(src, A, W.reach))) //Adjacent or reaching attacks
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if(W)
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melee_item_attack_chain(src, W, 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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//Standard reach turf to turf or reaching inside storage
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if(CanReach(A,W))
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if(W)
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melee_item_attack_chain(src,W,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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else
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if(W)
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W.afterattack(A,src,0,params)
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else
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RangedAttack(A,params)
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/atom/movable/proc/CanReach(atom/target,obj/item/tool,view_only = FALSE)
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if(isturf(target) || isturf(target.loc) || DirectAccess(target)) //Directly accessible atoms
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if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
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return TRUE
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else
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//Things inside storage insde another storage
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//Eg Contents of a box in a backpack
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var/atom/outer_storage = get_atom_on_turf(target)
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if(outer_storage == target) //whatever that is we don't want infinite loop.
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return FALSE
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if(outer_storage && CanReach(outer_storage,tool) && outer_storage.CanReachStorage(target,src,view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH))
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return TRUE
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return FALSE
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//Can [target] in this container be reached by [user], can't be more than [depth] levels deep
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/atom/proc/CanReachStorage(atom/target,user,depth)
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return FALSE
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/obj/item/weapon/storage/CanReachStorage(atom/target,user,depth)
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while(target && depth > 0)
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target = target.loc
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depth--
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if(target == src)
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return TRUE
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return FALSE
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/atom/movable/proc/DirectAccess(atom/target)
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if(target == src)
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return TRUE
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if(target == loc)
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return TRUE
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/mob/DirectAccess(atom/target)
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if(..())
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return TRUE
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if(target in contents) //This could probably use moving down and restricting to inventory only
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return TRUE
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return FALSE
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/mob/living/DirectAccess(atom/target)
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if(..()) //Lightweight checks first
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return TRUE
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if(target in GetAllContents())
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return TRUE
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/atom/proc/AllowClick()
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return FALSE
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/turf/AllowClick()
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return TRUE
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/proc/CheckReach(atom/movable/here, atom/movable/there, reach)
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/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach)
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if(!here || !there)
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return
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switch(reach)
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if(0)
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return here.loc == there.loc
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return FALSE
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if(1)
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return here.Adjacent(there)
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return FALSE //here.Adjacent(there)
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if(2 to INFINITY)
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var/obj/dummy = new(get_turf(here)) //We'll try to move this every tick, failing if we can't
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var/obj/dummy = new(get_turf(here))
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dummy.pass_flags |= PASSTABLE
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dummy.invisibility = INVISIBILITY_ABSTRACT
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for(var/i in 1 to reach) //Limit it to that many tries
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var/turf/T = get_step(dummy, get_dir(dummy, there))
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if(dummy.loc == there.loc)
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if(dummy.CanReach(there))
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qdel(dummy)
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return 1
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if(there.density && dummy in range(1, there)) //For windows and suchlike
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qdel(dummy)
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return 1
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return TRUE
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if(!dummy.Move(T)) //we're blocked!
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qdel(dummy)
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return
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qdel(dummy)
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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(atom/A, params)
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@@ -304,21 +352,6 @@
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/atom/proc/CtrlShiftClick(mob/user)
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return
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/*
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Helper to check can the mob click/access an item.
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Used by mob inventory and storage items.
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*/
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/atom/proc/ClickAccessible(mob/user, depth=1)
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if(src == user.loc || (src in user.contents))
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return TRUE
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if(loc && depth > 1)
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return loc.ClickAccessible(user, depth-1)
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/turf/ClickAccessible(mob/user, depth=1)
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return
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/*
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Misc helpers
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@@ -5,10 +5,6 @@
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w_class = WEIGHT_CLASS_BULKY
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rustle_jimmies = FALSE
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/obj/item/weapon/storage/internal/ClickAccessible(mob/user, depth=1)
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if(loc)
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return loc.ClickAccessible(user, depth)
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/obj/item/weapon/storage/internal/Adjacent(A)
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if(loc)
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return loc.Adjacent(A)
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@@ -38,7 +38,7 @@
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return
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// this must come before the screen objects only block, dunno why it wasn't before
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if(over_object == M && (src.ClickAccessible(M, depth=STORAGE_VIEW_DEPTH) || Adjacent(M)))
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if(over_object == M && M.CanReach(src,view_only = TRUE))
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orient2hud(M)
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if(M.s_active)
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M.s_active.close(M)
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@@ -450,7 +450,7 @@
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if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
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pulledby.stop_pulling()
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if (s_active && !(s_active.ClickAccessible(src, depth=STORAGE_VIEW_DEPTH) || s_active.Adjacent(src)))
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if (s_active && !(CanReach(s_active,view_only = TRUE)))
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s_active.close(src)
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/mob/living/movement_delay(ignorewalk = 0)
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