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Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

209 lines
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/*
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(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(atom/A, params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(stat)
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
ShiftMiddleClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlShiftClickOn(A)
return
ShiftClickOn(A)
return
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlMiddleClickOn(A)
else
MiddleClickOn(A, params)
return
if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
AltClickSecondaryOn(A)
else
AltClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
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
/**
* Opens and closes doors!
*
* * mob/user - The mob doing it.
*
* Returns TRUE
*/
/obj/structure/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/structure/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
/**
* Turns on/off an APC (breaker toggle).
*
* Returns TRUE
*/
/obj/structure/machinery/power/apc/AICtrlClick()
toggle_breaker()
return TRUE
/**
* Turns on/off a turret.
*
* Returns TRUE
*/
/obj/structure/machinery/turretid/AICtrlClick()
enabled = !enabled
updateTurrets()
return TRUE
/atom/proc/AIAltClick(var/mob/living/silicon/user)
return AltClick(user)
/**
* 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/structure/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."))
return FALSE
else
if(!electrified_until)
// permanent shock
electrify(-1, 1)
else
electrify(0)
return TRUE
/obj/structure/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))