Files
Aurora.3/code/_onclick/cyborg.dm
Ron 37b3c0049a Replaces unused span classes (#3539)
Replaces span class userdanger and sinister with things that exist. Also removes an unused proc.
2017-10-04 19:23:20 +02:00

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/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
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(stat || lockcharge || weakened || stunned || paralysis)
return
if(!canClick())
return
face_atom(A) // change direction to face what you clicked on
if(aiCamera.in_camera_mode)
aiCamera.camera_mode_off()
if(is_component_functioning("camera"))
aiCamera.captureimage(A, usr)
else
src << "<span class='danger'>Your camera isn't functional.</span>"
return
/*
cyborg restrained() currently does nothing
if(restrained())
RestrainedClickOn(A)
return
*/
var/obj/item/W = get_active_hand()
// Cyborgs have no range-checking unless there is item use
if(!W)
A.add_hiddenprint(src)
A.attack_robot(src)
return
// buckled cannot prevent machine interlinking but stops arm movement
if( buckled )
return
if(W == A)
W.attack_self(src)
return
//Handling using grippers
if (istype(W, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = W
//If the gripper contains something, then we will use its contents to attack
if (G.wrapped && (G.wrapped.loc == G))
GripperClickOn(A, params, G)
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
// No adjacency checks
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params)
return
if(!isturf(loc))
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
var/resolved = A.attackby(W, src)
if(!resolved && A && W)
W.afterattack(A, src, 1, params)
return
else
W.afterattack(A, src, 0, params)
return
return
/*
Gripper Handling
This is used when a gripper is used on anything. It does all the handling for it
*/
/mob/living/silicon/robot/proc/GripperClickOn(var/atom/A, var/params, var/obj/item/weapon/gripper/G)
var/obj/item/W = G.wrapped
if (!grippersafety(G))return
G.force_holder = W.force
W.force = 0
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
// No adjacency checks
var/resolved = A.attackby(W,src)
if (!grippersafety(G))return
if(!resolved && A && W)
W.afterattack(A,src,1,params)
if (!grippersafety(G))return
W.force = G.force_holder
return
if(!isturf(loc))
W.force = G.force_holder
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
var/resolved = A.attackby(W, src)
if (!grippersafety(G))return
if(!resolved && A && W)
W.afterattack(A, src, 1, params)
if (!grippersafety(G))return
W.force = G.force_holder
return
//No non-adjacent clicks. Can't fire guns
W.force = G.force_holder
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(var/atom/A)
cycle_modules()
return
//Give cyborgs hotkey clicks without breaking existing uses of hotkey clicks
// for non-doors/apcs
/mob/living/silicon/robot/CtrlShiftClickOn(var/atom/A)
A.BorgCtrlShiftClick(src)
/mob/living/silicon/robot/ShiftClickOn(var/atom/A)
A.BorgShiftClick(src)
/mob/living/silicon/robot/CtrlClickOn(var/atom/A)
A.BorgCtrlClick(src)
/mob/living/silicon/robot/AltClickOn(var/atom/A)
var/doClickAction = 1
if (istype(module_active, /obj/item/weapon))
var/obj/item/weapon/W = module_active
doClickAction = W.alt_attack(A,src)
if (doClickAction)
A.BorgAltClick(src)
/atom/proc/BorgCtrlShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick()
AICtrlShiftClick()
/atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick() // Opens and closes doors! Forwards to AI code.
AIShiftClick()
/atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick() // Bolts doors. Forwards to AI code.
AICtrlClick()
/obj/machinery/power/apc/BorgCtrlClick() // turns off/on APCs. Forwards to AI code.
AICtrlClick()
/obj/machinery/turretid/BorgCtrlClick() //turret control on/off. Forwards to AI code.
AICtrlClick()
/atom/proc/BorgAltClick(var/mob/living/silicon/robot/user)
AltClick(user)
return
/obj/machinery/door/airlock/BorgAltClick() // Eletrifies doors. Forwards to AI code.
AIAltClick()
/obj/machinery/turretid/BorgAltClick() //turret lethal on/off. Forwards to AI code.
AIAltClick()
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user as mob)
attack_ai(user)
return