Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.

I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(

No actual code change anywhere in this PR, only comments.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
This commit is contained in:
Batrachophreno
2025-08-09 12:22:56 +00:00
committed by GitHub
parent a840bd1cb1
commit c2f054fd81
88 changed files with 1574 additions and 879 deletions
+5 -2
View File
@@ -92,7 +92,9 @@ Quick adjacency (to turf):
return TRUE
return FALSE
// This is necessary for storage items not on your person.
/**
* This is necessary for storage items not on your person.
*/
/obj/item/Adjacent(atom/neighbor, atom/target, atom/movable/mover, recurse = 1)
if(neighbor == loc)
return TRUE
@@ -131,7 +133,8 @@ Quick adjacency (to turf):
return FALSE
/*** END AURORA SNOWFLAKE CODE ***/
else if(!border_only) // dense, not on border, cannot pass over
// Dense, not on border, cannot pass over
else if(!border_only)
return FALSE
return TRUE
+36 -9
View File
@@ -96,7 +96,6 @@
than anything else in the game, atoms have separate procs
for AI shift, ctrl, and alt clicking.
*/
/mob/living/silicon/ai/ShiftClickOn(var/atom/A)
if(!control_disabled && A.AIShiftClick(src))
return
@@ -120,20 +119,31 @@
The following criminally helpful code is just the previous code cleaned up;
I have no idea why it was in atoms.dm instead of respective files.
*/
/atom/proc/AICtrlShiftClick()
return
/atom/proc/AIShiftClick(var/mob/user)
return
/obj/machinery/door/airlock/AIShiftClick(var/mob/user) // Opens and closes doors!
/**
* Opens and closes doors!
*
* * mob/user - The mob doing it.
*
* Returns TRUE
*/
/obj/machinery/door/airlock/AIShiftClick(var/mob/user)
open_interact(user, density)
return TRUE
/atom/proc/AICtrlClick(mob/user)
return
/**
* Toggles airlock bolts.
*
* Returns TRUE
*/
/obj/machinery/door/airlock/AICtrlClick(mob/user) // Bolts doors
if(player_is_antag(user.mind))
bolts_override(user, !locked, FALSE, player_is_antag(user.mind))
@@ -141,11 +151,21 @@
bolts_interact(user, !locked, FALSE, player_is_antag(user.mind))
return TRUE
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
/**
* Turns on/off an APC (breaker toggle).
*
* Returns TRUE
*/
/obj/machinery/power/apc/AICtrlClick()
toggle_breaker()
return TRUE
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
/**
* Turns on/off a turret.
*
* Returns TRUE
*/
/obj/machinery/turretid/AICtrlClick()
enabled = !enabled
updateTurrets()
return TRUE
@@ -153,7 +173,14 @@
/atom/proc/AIAltClick(var/mob/living/silicon/user)
return AltClick(user)
/obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user) // Electrifies doors.
/**
* Electrifies doors; non-antag silicons get a private IC 'naughty naughty' msg and nothing happens
*
* * /mob/living/silicon/user - The mob doing it.
*
* Returns TRUE or FALSE
*/
/obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user)
var/antag = player_is_antag(user.mind)
if(!antag && (electrified_until == 0))
to_chat(user, SPAN_WARNING("Your programming prevents you from electrifying the door."))
@@ -173,9 +200,9 @@
/atom/proc/AIMiddleClick(var/mob/living/silicon/user)
return FALSE
//
// Override AdjacentQuick for AltClicking
//
/**
* Override AdjacentQuick for AltClicking
*/
/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
return (GLOB.cameranet && GLOB.cameranet.is_turf_visible(T))
+5 -3
View File
@@ -23,8 +23,8 @@
to_chat(src, "Hardsuit activation mode set to alt-click.")
if(HARDSUIT_MODE_CTRL_CLICK)
to_chat(src, "Hardsuit activation mode set to control-click.")
/// Should never get here, but just in case:
else
// should never get here, but just in case:
soft_assert(0, "Bad hardsuit click mode: [hardsuit_click_mode] - expected 0 to [MAX_HARDSUIT_CLICK_MODE]")
to_chat(src, "Somehow you bugged the system. Setting your hardsuit mode to middle-click.")
hardsuit_click_mode = HARDSUIT_MODE_MIDDLE_CLICK
@@ -59,14 +59,16 @@
/mob/living/proc/HardsuitClickOn(var/atom/A, var/alert_ai = 0)
if(!can_use_rig())
return FALSE
if(!canClick()) // return true to stop the initial click from going through if we're just on cooldown
// Return TRUE to stop the initial click from going through if we're just on cooldown
if(!canClick())
return TRUE
var/obj/item/rig/rig = get_rig()
if(istype(rig) && !rig.offline && rig.selected_module)
if(src != rig.wearer && !rig.ai_can_move_suit(src, TRUE))
return FALSE
rig.selected_module.do_engage(A, src, alert_ai)
if(ismob(A)) // No instant mob attacking - though modules have their own cooldowns
// No instant mob attacking - though modules have their own cooldowns
if(ismob(A))
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
return TRUE
return FALSE