/* 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(!checkClickCooldown()) return setClickCooldown(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["shift"] && modifiers["middle"]) ShiftMiddleClickOn(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 || lockdown || weakened || stunned || paralysis) return face_atom(A) // change direction to face what you clicked on if(aiCamera && aiCamera.in_camera_mode) aiCamera.camera_mode_off() if(is_component_functioning("camera")) aiCamera.captureimage(A, src) else to_chat(src, span_userdanger("Your camera isn't functional.")) 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) if(bolt && !bolt.malfunction && A.loc != module) return 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 // 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, 1) 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) || (W && W.attack_can_reach(src, A, W.reach))) // see adjacent.dm, allows robots to use ranged melee weapons var/resolved = A.attackby(W, src, 1) if(!resolved && A && W) W.afterattack(A, src, 1, params) return else W.afterattack(A, src, 0, params) return 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) 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(var/mob/living/silicon/robot/user) if(user.bolt && !user.bolt.malfunction) return AICtrlShiftClick(user) /atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden ShiftClick(user) /obj/machinery/door/airlock/BorgShiftClick(var/mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AIShiftClick(user) /atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden CtrlClick(user) /obj/machinery/door/airlock/BorgCtrlClick(var/mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AICtrlClick(user) /obj/machinery/power/apc/BorgCtrlClick(var/mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AICtrlClick(user) /obj/machinery/turretid/BorgCtrlClick(var/mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AICtrlClick(user) /atom/proc/BorgAltClick(var/mob/living/silicon/robot/user) AltClick(user) return /obj/machinery/door/airlock/BorgAltClick(var/mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AIAltClick(user) /obj/machinery/turretid/BorgAltClick(var/mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code. if(user.bolt && !user.bolt.malfunction) return AIAltClick(user) /* 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