mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 07:57:00 +00:00
190 lines
4.4 KiB
Plaintext
190 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(!checkClickCooldown())
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return
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setClickCooldown(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(multicam_on)
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var/turf/T = get_turf(A)
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if(T)
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for(var/atom/movable/screen/movable/pic_in_pic/ai/P in T.vis_locs)
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if(P.ai == src)
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P.Click(params)
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break
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if(stat)
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return
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if(control_disabled)
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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"])
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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(holo && istype(holo.masters[src],/obj/effect/overlay/aiholo))
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var/curdur = get_dir(get_turf(holo.masters[src]), get_turf(A))
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holo.masters[src].set_dir(curdur)
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if(aiCamera.in_camera_mode)
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aiCamera.camera_mode_off()
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aiCamera.captureimage(A, usr)
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return
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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(atom/A)
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if(!control_disabled && A.ctrl_click_ai(src))
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return
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..()
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/mob/living/silicon/ai/AltClickOn(var/atom/A)
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if(!control_disabled && A.AIAltClick(src))
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return
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..()
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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/AIclick_ctrl_shift()
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return
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/atom/proc/AIShiftClick()
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return
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/obj/machinery/door/airlock/AIShiftClick(mob/user) // Opens and closes doors!
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add_fingerprint(user)
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user_toggle_open(user)
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return 1
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/atom/proc/ctrl_click_ai(mob/user)
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return
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/obj/machinery/door/airlock/ctrl_click_ai(mob/user) // Bolts doors
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add_fingerprint(user)
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toggle_bolt(user)
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return 1
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/obj/machinery/power/apc/ctrl_click_ai(mob/user) // turns off/on APCs.
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add_fingerprint(user)
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toggle_breaker()
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return 1
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/obj/machinery/turretid/ctrl_click_ai() //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/atom/A)
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return click_alt(A)
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/obj/machinery/door/airlock/AIAltClick(mob/user) // Electrifies doors.
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add_fingerprint(user)
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if(electrified_until)
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electrify(0, 1)
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else
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electrify(-1, 1)
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return 1
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/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
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if(lethal_is_configurable)
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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 0
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/obj/machinery/door/airlock/AIMiddleClick(mob/user) // Toggles door bolt lights.
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if(..())
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return
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add_fingerprint(user)
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if(wires.is_cut(WIRE_BOLT_LIGHT))
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to_chat(user, "The bolt lights wire is cut - The door bolt lights are permanently disabled.")
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return
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lights = !lights
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to_chat(user, span_notice("Lights are now [lights ? "on." : "off."]"))
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update_icon()
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return TRUE
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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.checkTurfVis(T))
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