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* a * TGUI fixes part 3 * ugh * bwuh * ambiguous my ass * AOAOAOAO * pt 4 * extra foolproof * a * ok good thing i caught that * enable that for AI --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
180 lines
4.4 KiB
Plaintext
180 lines
4.4 KiB
Plaintext
/*
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AI ClickOn()
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Note currently ai restrained() returns 0 in all cases,
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therefore restrained code has been removed
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The AI can double click to move the camera (this was already true but is cleaner),
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or double click a mob to track them.
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Note that AI have no need for the adjacency proc, and so this proc is a lot cleaner.
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*/
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/mob/living/silicon/ai/DblClickOn(var/atom/A, params)
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if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
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build_click(src, client.buildmode, params, A)
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return
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if(control_disabled || stat) return
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if(ismob(A))
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ai_actual_track(A)
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else
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A.move_camera_by_click()
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/mob/living/silicon/ai/ClickOn(var/atom/A, params)
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if(world.time <= next_click)
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return
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next_click = world.time + 1
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if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
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build_click(src, client.buildmode, params, A)
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return
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if(stat)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] && modifiers["ctrl"])
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CtrlShiftClickOn(A)
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return
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if(modifiers["middle"])
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MiddleClickOn(A)
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return
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if(modifiers["shift"])
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ShiftClickOn(A)
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return
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if(modifiers["alt"]) // alt and alt-gr (rightalt)
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return
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if(control_disabled || !canClick())
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return
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if(multitool_mode && isobj(A))
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var/obj/O = A
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var/datum/component/multitool/MT = O.GetComponent(/datum/component/multitool)
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if(MT)
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MT.interact(ai_multi, src)
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return
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if(ai_camera.in_camera_mode)
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ai_camera.camera_mode_off()
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ai_camera.captureimage(A, usr)
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return
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/*
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AI restrained() currently does nothing
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if(restrained())
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RestrainedClickOn(A)
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else
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*/
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A.add_hiddenprint(src)
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A.attack_ai(src)
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/*
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AI has no need for the UnarmedAttack() and RangedAttack() procs,
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because the AI code is not generic; attack_ai() is used instead.
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The below is only really for safety, or you can alter the way
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it functions and re-insert it above.
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*/
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/mob/living/silicon/ai/UnarmedAttack(atom/A)
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A.attack_ai(src)
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/mob/living/silicon/ai/RangedAttack(atom/A)
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A.attack_ai(src)
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/atom/proc/attack_ai(mob/user as mob)
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return
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/*
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Since the AI handles shift, ctrl, and alt-click differently
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than anything else in the game, atoms have separate procs
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for AI shift, ctrl, and alt clicking.
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*/
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/mob/living/silicon/ai/ShiftClickOn(var/atom/A)
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if(!control_disabled && A.AIShiftClick(src))
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return
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..()
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/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
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if(!control_disabled && A.AICtrlClick(src))
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return
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..()
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/mob/living/silicon/ai/AltClickOn(var/mob/living/silicon/user)
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if(!control_disabled && user.AIAltClick(src))
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return
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/mob/living/silicon/ai/MiddleClickOn(var/atom/A)
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if(!control_disabled && A.AIMiddleClick(src))
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return
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..()
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/*
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The following criminally helpful code is just the previous code cleaned up;
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I have no idea why it was in atoms.dm instead of respective files.
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*/
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/atom/proc/AICtrlShiftClick()
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return
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/atom/proc/AIShiftClick(var/mob/user)
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return
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/obj/machinery/door/airlock/AIShiftClick(var/mob/user) // Opens and closes doors!
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open_interact(user, density)
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return TRUE
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/atom/proc/AICtrlClick(mob/user)
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return
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/obj/machinery/door/airlock/AICtrlClick(mob/user) // Bolts doors
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if(player_is_antag(user.mind))
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bolts_override(user, !locked, FALSE, player_is_antag(user.mind))
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else
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bolts_interact(user, !locked, FALSE, player_is_antag(user.mind))
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return TRUE
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/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
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toggle_breaker()
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return TRUE
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/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
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enabled = !enabled
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updateTurrets()
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return TRUE
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/atom/proc/AIAltClick(var/mob/living/silicon/user)
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return AltClick(user)
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/obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user) // Electrifies doors.
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var/antag = player_is_antag(user.mind)
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if(!antag && (electrified_until == 0))
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to_chat(user, SPAN_WARNING("Your programming prevents you from electrifying the door."))
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return FALSE
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else
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if(!electrified_until)
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// permanent shock
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electrify(-1, 1)
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else
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electrify(0)
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return TRUE
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/obj/machinery/turretid/AIAltClick(var/mob/living/silicon/user) //toggles lethal on turrets
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lethal = !lethal
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updateTurrets()
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return TRUE
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/atom/proc/AIMiddleClick(var/mob/living/silicon/user)
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return FALSE
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//
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// Override AdjacentQuick for AltClicking
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//
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/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
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return (cameranet && cameranet.is_turf_visible(T))
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