/var/global/datum/topic_state/default_state = new() /datum/topic_state/default/href_list(var/mob/user) return list() /datum/topic_state/default/can_use_topic(var/src_object, var/mob/user) return user.default_can_use_topic(src_object) /mob/proc/default_can_use_topic(var/src_object) return STATUS_CLOSE // By default no mob can do anything with NanoUI /mob/dead/observer/default_can_use_topic() if(check_rights(R_ADMIN, 0, src)) return STATUS_INTERACTIVE // Admins are more equal return STATUS_UPDATE // Ghosts can view updates /mob/living/silicon/pai/default_can_use_topic(var/src_object) if(src_object == src && !stat) return STATUS_INTERACTIVE else return ..() /mob/living/silicon/robot/default_can_use_topic(var/src_object) if(stat || !client) return STATUS_CLOSE if(lockcharge || stunned || weakened) return STATUS_DISABLED // robots can interact with things they can see within their view range if((src_object in view(src)) && get_dist(src_object, src) <= src.client.view) return STATUS_INTERACTIVE // interactive (green visibility) return STATUS_DISABLED // no updates, completely disabled (red visibility) /mob/living/silicon/robot/syndicate/default_can_use_topic(var/src_object) . = ..() if(. != STATUS_INTERACTIVE) return if(z in config.admin_levels) // Syndicate borgs can interact with everything on the admin level return STATUS_INTERACTIVE if(istype(get_area(src), /area/syndicate_station)) // If elsewhere, they can interact with everything on the syndicate shuttle return STATUS_INTERACTIVE if(istype(src_object, /obj/machinery)) // Otherwise they can only interact with emagged machinery var/obj/machinery/Machine = src_object if(Machine.emagged) return STATUS_INTERACTIVE return STATUS_UPDATE /mob/living/silicon/ai/default_can_use_topic(var/src_object) if(!client || check_unable(1)) return STATUS_CLOSE // Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras) // unless it's on the same level as the object it's interacting with. var/turf/T = get_turf(src_object) if(!T || !(z == T.z || (T.z in config.player_levels))) return STATUS_CLOSE // If an object is in view then we can interact with it if(src_object in view(client.view, src)) return STATUS_INTERACTIVE // If we're installed in a chassi, rather than transfered to an inteliCard or other container, then check if we have camera view if(is_in_chassis()) //stop AIs from leaving windows open and using then after they lose vision //apc_override is needed here because AIs use their own APC when powerless if(cameranet && !cameranet.checkTurfVis(get_turf(src_object))) return apc_override ? STATUS_INTERACTIVE : STATUS_CLOSE return STATUS_INTERACTIVE else if(get_dist(src_object, src) <= client.view) // View does not return what one would expect while installed in an inteliCard return STATUS_INTERACTIVE return STATUS_CLOSE //Some atoms such as vehicles might have special rules for how mobs inside them interact with NanoUI. /atom/proc/contents_nano_distance(var/src_object, var/mob/living/user) return user.shared_living_nano_distance(src_object) /mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object) if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates return STATUS_CLOSE var/dist = get_dist(src_object, src) if (dist <= 1) return STATUS_INTERACTIVE // interactive (green visibility) else if (dist <= 2) return STATUS_UPDATE // update only (orange visibility) else if (dist <= 4) return STATUS_DISABLED // no updates, completely disabled (red visibility) return STATUS_CLOSE /mob/living/default_can_use_topic(var/src_object) . = shared_nano_interaction(src_object) if(. == STATUS_INTERACTIVE) if(loc) . = loc.contents_nano_distance(src_object, src) if(STATUS_INTERACTIVE) return STATUS_UPDATE /mob/living/carbon/human/default_can_use_topic(var/src_object) . = shared_nano_interaction(src_object) if(. == STATUS_INTERACTIVE) . = shared_living_nano_distance(src_object) if(. == STATUS_UPDATE && (TK in mutations)) // If we have telekinesis and remain close enough, allow interaction. return STATUS_INTERACTIVE