Field of Vision component. (#12075)
* Hopeless WIP for vision cones. * Core component and hooks done * Removing clutter. * linter bashing me for using statements as args. * Ok. * continue * bring back the macro * Configs and openspace filter. * Chat plane, reset perspective signal, mechs/vehicles cases, machineries. * view, viewers and spoopy ghosts. * Renamed component, admin fun button and snowflakes robots. * Whoopsie. * Yikes * test merge tweak. * radial yaketi sax. * Fixed tgui UIs, some messages not displayed to the target. * Documentation and a little bugfix. * Pulling QoL, seventh plane made in this PR. * Fix. * Tweaks and improvements. * Update randomverbs.dm
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@@ -72,30 +72,3 @@
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/mob/proc/AltRangedAttack(atom/A, params)
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return FALSE
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/mob/proc/mouse_face_atom(atom/A) //Basically a copy of face_atom but with ismousemovement set to TRUE
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if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y )
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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) // Wall items are graphically shifted but on the floor
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if(A.pixel_y > 16)
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setDir(NORTH, ismousemovement = TRUE)
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else if(A.pixel_y < -16)
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setDir(SOUTH, ismousemovement = TRUE)
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else if(A.pixel_x > 16)
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setDir(EAST, ismousemovement = TRUE)
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else if(A.pixel_x < -16)
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setDir(WEST, ismousemovement = TRUE)
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return
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if(abs(dx) < abs(dy))
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if(dy > 0)
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setDir(NORTH, ismousemovement = TRUE)
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else
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setDir(SOUTH, ismousemovement = TRUE)
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else
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if(dx > 0)
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setDir(EAST, ismousemovement = TRUE)
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else
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setDir(WEST, ismousemovement = TRUE)
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@@ -12,7 +12,7 @@
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if(isturf(A) || incapacitated()) // pretty annoying to wave your fist at floors and walls. And useless.
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return TRUE
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changeNext_move(CLICK_CD_RANGE)
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var/list/target_viewers = viewers(11, A) //Byond proc, doesn't check for blindness.
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var/list/target_viewers = get_actual_viewers(11, A) //doesn't check for blindness.
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if(!(src in target_viewers)) //click catcher issuing calls for out of view objects.
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return TRUE
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if(!has_active_hand())
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@@ -26,16 +26,16 @@
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switch(a_intent)
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if(INTENT_DISARM)
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the_action = "shoos away [A]"
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what_action = "shoo away something you can't see"
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what_action = "shoo away something out of your vision"
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self_action = "shoo away [A]"
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if(INTENT_GRAB)
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the_action = "beckons [A] to come"
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what_action = "beckons something you can't see to come"
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what_action = "beckons something out of your vision to come"
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self_action = "beckon [A] to come"
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if(INTENT_HARM)
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var/pronoun = "[p_their()]"
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the_action = "shakes [pronoun] fist at [A]"
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what_action = "shakes [pronoun] fist at something you can't see"
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what_action = "shakes [pronoun] fist at something out of your vision"
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self_action = "shake your fist at [A]"
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if(!eye_blind)
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