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CHOMPStation2/code/_onclick/ai.dm

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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(var/atom/A, params)
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
return
if(control_disabled || stat) return
next_move = world.time + 9
if(ismob(A))
ai_actual_track(A)
else
A.move_camera_by_click()
/mob/living/silicon/ai/ClickOn(var/atom/A, 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
if(control_disabled || stat)
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(world.time <= next_move)
return
next_move = world.time + 9
if(aiCamera.in_camera_mode)
aiCamera.camera_mode_off()
aiCamera.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)
A.AIShiftClick(src)
/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
A.AICtrlClick(src)
/mob/living/silicon/ai/AltClickOn(var/atom/A)
A.AIAltClick(src)
/mob/living/silicon/ai/MiddleClickOn(var/atom/A)
A.AIMiddleClick(src)
/*
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
/obj/machinery/door/airlock/AICtrlShiftClick()
if(emagged)
return
return
/atom/proc/AIShiftClick()
return
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(density)
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "0"), 1)
return
/atom/proc/AICtrlClick()
return
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(locked)
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "0"), 1)// 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "1"), 1)
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
Topic(src, list("src"= "\ref[src]", "breaker"="1"), 1) // 1 meaning no window (consistency!)
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
Topic(src, list("src"= "\ref[src]", "command"="enable", "value"="[!enabled]"), 1) // 1 meaning no window (consistency!)
/atom/proc/AIAltClick(var/atom/A)
AltClick(A)
/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
if(!electrified_until)
// permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "0"), 1)
return
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
Topic(src, list("src"= "\ref[src]", "command"="lethal", "value"="[!lethal]"), 1) // 1 meaning no window (consistency!)
/atom/proc/AIMiddleClick()
return
/obj/machinery/door/airlock/AIMiddleClick() // Toggles door bolt lights.
if(!src.lights)
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "0"), 1)
return
//
// Override AdjacentQuick for AltClicking
//
/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
return (cameranet && cameranet.checkTurfVis(T))