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GS13NG/code/_onclick/click.dm
deathride58 1c0b13ecfb [READY FOR MERGE] The Giant Combat Reworks - Part 1: Goodbye stuns, hello staminacrit (#5463)
* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf

* makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more

* sprinting, staminacrit, balance changes, and more

* adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen

* combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item

combat mode toggle sound is from Interbay.

* commits dme changes

* unarmed combat stamina, ability to right click in combat mode, balance changes

* tosses in the HUD icons for later-ish

* rolls back admin.txt

* lotsa UI stuff

* stamina checks, some balance stuff

* adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding

* quick dogborg patch while i figure out what do do with them

* oops - fixes prefbreaking for screenshake

* trying to sprint from an elevated surface onto lower ground will now knock you down

* right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina

* makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents

* makes pumping shotguns cost a tiiiny bit of stamina

* makes eyestabbing and batoning cost stamina

* makes failing stamina checks error out properly, adds stamina check to shotgun pumping

* adds stamina check for chair pulling

* readds aggressive grab pinning

* fixes bug with being buckled preventing interaction

* adds recoveringstam check to incapacitated

* reduces stamina cost for attacking

* oh this too

* fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit

* makes monkey transformation inherit staminaloss

* adds the ability to wave or shake your fist at someone via right click

* grammar and span closing

* 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall

* more distant right-click emotes.

* buffs standing stamina regen a tiiiiiiny bit

* adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss

* crusher powercreep - gives crushers the ability to heal staminaloss

* item throwing buff

* adds 1:1 HUD layout

* hopefully fixes issue with recoveringstamcrit not updating

* giant hipfire nerf

* halves the effect of staminaloss on movement speed

* makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode

* get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking

* makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit

* adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more

* tweaks stamina buffer drain rate a little

* makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise

* removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss

* makes electrodes deal a lil extra staminaloss

* drones cannot resist a rest, so now only carbons are forced to rest

* restricts aiming down sights to carbon mobs, adds stamina display to stat()

* makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties

* nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina

* getting used to tortoisegit

* readds temp dogborg buff

* stamina and stamina buffer HUD displays. Stamina sprite from hippiestation

* makes afterattack call properly again

* decreases stamina buffer regen time to 3 seconds

* Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting

* makes stamina buffer influence movespeed a lil

* nerfs compiling errors

* tweaks the icons a little

* adds autostanding, adds delimiters to attempts to stand

* makes automatic standup attempts a little clearer

* rest button now toggles intent to rest, fixes perma rest

* oop - quick fixes

* Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss

* buffs highlander sword

* makes stamina have less of an impact on the health display

* fixes dogborgs shoving other borgs into infinite stuns

* You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
2018-03-11 13:32:44 -07:00

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/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
/mob/var/next_click = 0
// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
//Delays the mob's next click/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)
/*
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)
if(initialized)
SendSignal(COMSIG_CLICK, location, control, params)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
if(initialized)
usr.DblClickOn(src,params)
/atom/MouseWheel(delta_x,delta_y,location,control,params)
if(initialized)
usr.MouseWheelOn(src, delta_x, delta_y, 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(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(world.time <= next_click)
return
next_click = world.time + 1
if(client && client.click_intercept)
if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
return
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"] && (client && client.show_popup_menus || modifiers["right"])) //CIT CHANGE - makes shift-click examine use right click instead of left click in combat mode
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(modifiers["right"]) //CIT CHANGE - allows right clicking to perform actions
RightClickOn(A,params) //CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(incapacitated(ignore_restraints = 1))
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(!modifiers["catcher"] && A.IsObscured())
return
if(ismecha(loc))
var/obj/mecha/M = loc
return M.click_action(A,src,params)
if(restrained())
changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
RestrainedClickOn(A)
return
if(in_throw_mode)
throw_item(A)
return
var/obj/item/W = get_active_held_item()
if(W == A)
W.attack_self(src)
update_inv_hands()
return
//These are always reachable.
//User itself, current loc, and user inventory
if(DirectAccess(A))
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A)
return
//Can't reach anything else in lockers or other weirdness
if(!loc.AllowClick())
return
//Standard reach turf to turf or reaching inside storage
if(CanReach(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)
W.afterattack(A,src,0,params)
else
RangedAttack(A,params)
//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_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/atom/movable/AM in src)
if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density)
return TRUE
return FALSE
/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/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/CheckToolReach(atom/movable/here, atom/movable/there, reach)
if(!here || !there)
return
switch(reach)
if(0)
return FALSE
if(1)
return FALSE //here.Adjacent(there)
if(2 to INFINITY)
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.CanReach(there))
qdel(dummy)
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)
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)
/*
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)
return
/mob/living/carbon/MiddleClickOn(atom/A)
if(!stat && mind && iscarbon(A) && A != src)
var/datum/antagonist/changeling/C = mind.has_antag_datum(/datum/antagonist/changeling)
if(C && C.chosen_sting)
C.chosen_sting.try_to_sting(src,A)
next_click = world.time + 5
return
swap_hand()
/mob/living/simple_animal/drone/MiddleClickOn(atom/A)
swap_hand()
// 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)
SendSignal(COMSIG_CLICK_SHIFT, user)
if(user.client && user.client.eye == user || user.client.eye == user.loc)
user.examinate(src)
return
/*
Ctrl click
For most objects, pull
*/
/mob/proc/CtrlClickOn(atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(mob/user)
SendSignal(COMSIG_CLICK_CTRL, user)
var/mob/living/ML = user
if(istype(ML))
ML.pulled(src)
/mob/living/carbon/human/CtrlClick(mob/user)
if(ishuman(user) && Adjacent(user) && !user.incapacitated())
if(world.time < user.next_move)
return FALSE
var/mob/living/carbon/human/H = user
H.dna.species.grab(H, src, H.mind.martial_art)
H.changeNext_move(CLICK_CD_MELEE)
else
..()
/*
Alt click
Unused except for AI
*/
/mob/proc/AltClickOn(atom/A)
A.AltClick(src)
return
/mob/living/carbon/AltClickOn(atom/A)
if(!stat && mind && iscarbon(A) && A != src)
var/datum/antagonist/changeling/C = mind.has_antag_datum(/datum/antagonist/changeling)
if(C && C.chosen_sting)
C.chosen_sting.try_to_sting(src,A)
next_click = world.time + 5
return
..()
/atom/proc/AltClick(mob/user)
SendSignal(COMSIG_CLICK_ALT, user)
var/turf/T = get_turf(src)
if(T && user.TurfAdjacent(T))
if(user.listed_turf == T)
user.listed_turf = null
else
user.listed_turf = T
user.client.statpanel = T.name
/mob/proc/TurfAdjacent(turf/T)
return T.Adjacent(src)
/*
Control+Shift click
Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(atom/A)
A.CtrlShiftClick(src)
return
/mob/proc/ShiftMiddleClickOn(atom/A)
src.pointed(A)
return
/atom/proc/CtrlShiftClick(mob/user)
SendSignal(COMSIG_CLICK_CTRL_SHIFT)
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, params)
return
/mob/living/LaserEyes(atom/A, params)
changeNext_move(CLICK_CD_RANGE)
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.def_zone = get_organ_target()
LE.preparePixelProjectile(A, src, params)
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( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y )
return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16)
setDir(NORTH)
else if(A.pixel_y < -16)
setDir(SOUTH)
else if(A.pixel_x > 16)
setDir(EAST)
else if(A.pixel_x < -16)
setDir(WEST)
return
if(abs(dx) < abs(dy))
if(dy > 0)
setDir(NORTH)
else
setDir(SOUTH)
else
if(dx > 0)
setDir(EAST)
else
setDir(WEST)
//debug
/obj/screen/proc/scale_to(x1,y1)
if(!y1)
y1 = x1
var/matrix/M = new
M.Scale(x1,y1)
transform = M
/obj/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
#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.
/obj/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
/obj/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/T = params2turf(modifiers["screen-loc"], get_turf(usr))
params += "&catcher=1"
if(T)
T.Click(location, control, params)
. = 1
/* MouseWheelOn */
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
return
/mob/dead/observer/MouseWheelOn(atom/A, delta_x, delta_y, params)
var/list/modifier = params2list(params)
if(modifier["shift"])
var/view = 0
if(delta_y > 0)
view = -1
else
view = 1
add_view_range(view)