From 98765ec854adbc0799ed12e7dc59906487074871 Mon Sep 17 00:00:00 2001 From: CitadelStationBot Date: Mon, 8 May 2017 03:06:05 -0500 Subject: [PATCH] Small Click refactor. --- code/_onclick/click.dm | 127 +++++++++++------- .../objects/items/weapons/storage/internal.dm | 4 - .../objects/items/weapons/storage/storage.dm | 2 +- code/modules/mob/living/living.dm | 2 +- 4 files changed, 82 insertions(+), 53 deletions(-) diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm index 0fe37a9286..9272abbdb6 100644 --- a/code/_onclick/click.dm +++ b/code/_onclick/click.dm @@ -107,64 +107,112 @@ var/obj/item/W = get_active_held_item() - if(W == A) W.attack_self(src) update_inv_hands() return - - // operate three levels deep here (item in backpack in src; item in box in backpack in src, not any deeper) - if(A.ClickAccessible(src, depth=INVENTORY_DEPTH)) - // No adjacency needed + + //These are always reachable. + //User itself, current loc, and user inventory + if(DirectAccess(A)) if(W) - melee_item_attack_chain(src, W, A, params) + melee_item_attack_chain(src,W,A,params) else if(ismob(A)) changeNext_move(CLICK_CD_MELEE) UnarmedAttack(A) 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 + + //Can't reach anything else in lockers or other weirdness + if(!loc.AllowClick()) return - // Allows you to click on a box's contents, if that box is on the ground, but no deeper than that - if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc))) - if(Adjacent(A) || (W && CheckReach(src, A, W.reach))) //Adjacent or reaching attacks - if(W) - melee_item_attack_chain(src, W, A, params) - else - if(ismob(A)) - changeNext_move(CLICK_CD_MELEE) - UnarmedAttack(A, 1) - return - else // non-adjacent click - if(W) - W.afterattack(A,src,0,params) // 0: not Adjacent - else - RangedAttack(A, params) + //Standard reach turf to turf or reaching inside storage + if(CanReach(A,W)) + if(W) + melee_item_attack_chain(src,W,A,params) + else + if(ismob(A)) + changeNext_move(CLICK_CD_MELEE) + UnarmedAttack(A,1) + else + if(W) + W.afterattack(A,src,0,params) + else + RangedAttack(A,params) + +/atom/movable/proc/CanReach(atom/target,obj/item/tool,view_only = FALSE) + if(isturf(target) || isturf(target.loc) || DirectAccess(target)) //Directly accessible atoms + if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks + return TRUE + else + //Things inside storage insde another storage + //Eg Contents of a box in a backpack + var/atom/outer_storage = get_atom_on_turf(target) + if(outer_storage == target) //whatever that is we don't want infinite loop. + return FALSE + if(outer_storage && CanReach(outer_storage,tool) && outer_storage.CanReachStorage(target,src,view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)) + return TRUE + return FALSE + +//Can [target] in this container be reached by [user], can't be more than [depth] levels deep +/atom/proc/CanReachStorage(atom/target,user,depth) + return FALSE + +/obj/item/weapon/storage/CanReachStorage(atom/target,user,depth) + while(target && depth > 0) + target = target.loc + depth-- + if(target == src) + return TRUE + return FALSE + +/atom/movable/proc/DirectAccess(atom/target) + if(target == src) + return TRUE + if(target == loc) + return TRUE + +/mob/DirectAccess(atom/target) + if(..()) + return TRUE + if(target in contents) //This could probably use moving down and restricting to inventory only + return TRUE + return FALSE + +/mob/living/DirectAccess(atom/target) + if(..()) //Lightweight checks first + return TRUE + if(target in GetAllContents()) + return TRUE + +/atom/proc/AllowClick() + return FALSE + +/turf/AllowClick() + return TRUE -/proc/CheckReach(atom/movable/here, atom/movable/there, reach) +/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach) if(!here || !there) return switch(reach) if(0) - return here.loc == there.loc + return FALSE if(1) - return here.Adjacent(there) + return FALSE //here.Adjacent(there) if(2 to INFINITY) - var/obj/dummy = new(get_turf(here)) //We'll try to move this every tick, failing if we can't + var/obj/dummy = new(get_turf(here)) dummy.pass_flags |= PASSTABLE + dummy.invisibility = INVISIBILITY_ABSTRACT 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.loc == there.loc) + if(dummy.CanReach(there)) qdel(dummy) - return 1 - if(there.density && dummy in range(1, there)) //For windows and suchlike - qdel(dummy) - return 1 + return TRUE if(!dummy.Move(T)) //we're blocked! qdel(dummy) return + qdel(dummy) // Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click) /mob/proc/DblClickOn(atom/A, params) @@ -304,21 +352,6 @@ /atom/proc/CtrlShiftClick(mob/user) return -/* - Helper to check can the mob click/access an item. - Used by mob inventory and storage items. -*/ -/atom/proc/ClickAccessible(mob/user, depth=1) - if(src == user.loc || (src in user.contents)) - return TRUE - - if(loc && depth > 1) - return loc.ClickAccessible(user, depth-1) - -/turf/ClickAccessible(mob/user, depth=1) - return - - /* Misc helpers diff --git a/code/game/objects/items/weapons/storage/internal.dm b/code/game/objects/items/weapons/storage/internal.dm index 540ff0f206..cfdc6cc354 100644 --- a/code/game/objects/items/weapons/storage/internal.dm +++ b/code/game/objects/items/weapons/storage/internal.dm @@ -5,10 +5,6 @@ w_class = WEIGHT_CLASS_BULKY rustle_jimmies = FALSE -/obj/item/weapon/storage/internal/ClickAccessible(mob/user, depth=1) - if(loc) - return loc.ClickAccessible(user, depth) - /obj/item/weapon/storage/internal/Adjacent(A) if(loc) return loc.Adjacent(A) diff --git a/code/game/objects/items/weapons/storage/storage.dm b/code/game/objects/items/weapons/storage/storage.dm index 08e947c45d..b1378617b8 100644 --- a/code/game/objects/items/weapons/storage/storage.dm +++ b/code/game/objects/items/weapons/storage/storage.dm @@ -38,7 +38,7 @@ return // this must come before the screen objects only block, dunno why it wasn't before - if(over_object == M && (src.ClickAccessible(M, depth=STORAGE_VIEW_DEPTH) || Adjacent(M))) + if(over_object == M && M.CanReach(src,view_only = TRUE)) orient2hud(M) if(M.s_active) M.s_active.close(M) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index fe0f5b3918..75f29408fe 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -450,7 +450,7 @@ 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. pulledby.stop_pulling() - if (s_active && !(s_active.ClickAccessible(src, depth=STORAGE_VIEW_DEPTH) || s_active.Adjacent(src))) + if (s_active && !(CanReach(s_active,view_only = TRUE))) s_active.close(src) /mob/living/movement_delay(ignorewalk = 0)