/* AI ClickOn() Note currently ai restrained() returns 0 in all cases, therefore restrained code has been removed The AI can double click to move the camera (this was already true but is cleaner), or double click a mob to track them. Note that AI have no need for the adjacency proc, and so this proc is a lot cleaner. */ /mob/living/silicon/ai/DblClickOn(var/atom/A, params) if(control_disabled || stat) return if(ismob(A)) ai_actual_track(A) else A.move_camera_by_click() /mob/living/silicon/ai/ClickOn(var/atom/A, params) if(world.time <= next_click) return next_click = world.time + 1 if(stat) return var/list/modifiers = params2list(params) if(modifiers["shift"] && modifiers["ctrl"]) CtrlShiftClickOn(A) return if(modifiers["middle"]) MiddleClickOn(A) return if(modifiers["shift"]) ShiftClickOn(A) return if(modifiers["alt"]) // alt and alt-gr (rightalt) AltClickOn(A) return if(modifiers["ctrl"]) CtrlClickOn(A) return if(control_disabled || !canClick()) return if(multitool_mode && isobj(A)) var/obj/O = A var/datum/component/multitool/MT = O.GetComponent(/datum/component/multitool) if(MT) MT.interact(ai_multi, src) return if(ai_camera.in_camera_mode) ai_camera.camera_mode_off() ai_camera.captureimage(A, usr) return /* AI restrained() currently does nothing if(restrained()) RestrainedClickOn(A) else */ A.add_hiddenprint(src) A.attack_ai(src) /* AI has no need for the UnarmedAttack() and RangedAttack() procs, because the AI code is not generic; attack_ai() is used instead. The below is only really for safety, or you can alter the way it functions and re-insert it above. */ /mob/living/silicon/ai/UnarmedAttack(atom/A) A.attack_ai(src) /mob/living/silicon/ai/RangedAttack(atom/A) A.attack_ai(src) /atom/proc/attack_ai(mob/user as mob) return /* Since the AI handles shift, ctrl, and alt-click differently 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 ..() /mob/living/silicon/ai/CtrlClickOn(var/atom/A) if(!control_disabled && A.AICtrlClick(src)) return ..() /mob/living/silicon/ai/AltClickOn(var/mob/living/silicon/user) if(!control_disabled && user.AIAltClick(src)) return /mob/living/silicon/ai/MiddleClickOn(var/atom/A) if(!control_disabled && A.AIMiddleClick(src)) return ..() /* 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! open_interact(user, density) return TRUE /atom/proc/AICtrlClick(mob/user) return /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)) else bolts_interact(user, !locked, FALSE, player_is_antag(user.mind)) return TRUE /obj/machinery/power/apc/AICtrlClick() // turns off/on APCs. toggle_breaker() return TRUE /obj/machinery/turretid/AICtrlClick() //turns off/on Turrets enabled = !enabled updateTurrets() return TRUE /atom/proc/AIAltClick(var/mob/living/silicon/user) return AltClick(user) /obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user) // Electrifies doors. 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.")) return FALSE else if(!electrified_until) // permanent shock electrify(-1, 1) else electrify(0) return TRUE /obj/machinery/turretid/AIAltClick(var/mob/living/silicon/user) //toggles lethal on turrets lethal = !lethal updateTurrets() return TRUE /atom/proc/AIMiddleClick(var/mob/living/silicon/user) return FALSE // // Override AdjacentQuick for AltClicking // /mob/living/silicon/ai/TurfAdjacent(var/turf/T) return (GLOB.cameranet && GLOB.cameranet.is_turf_visible(T))