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https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
192 lines
5.1 KiB
Plaintext
192 lines
5.1 KiB
Plaintext
/*
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Cyborg ClickOn()
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Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
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However, they do have a range restriction on item use, so they cannot do without the
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adjacency code.
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*/
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/mob/living/silicon/robot/ClickOn(var/atom/A, var/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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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["shift"] && modifiers["middle"])
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ShiftMiddleClickOn(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"]) // alt and alt-gr (rightalt)
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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(stat || lockdown || weakened || stunned || paralysis)
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return
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face_atom(A) // change direction to face what you clicked on
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if(aiCamera && aiCamera.in_camera_mode)
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aiCamera.camera_mode_off()
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if(is_component_functioning("camera"))
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aiCamera.captureimage(A, src)
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else
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to_chat(src, span_userdanger("Your camera isn't functional."))
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return
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/*
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cyborg restrained() currently does nothing
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if(restrained())
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RestrainedClickOn(A)
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return
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*/
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var/obj/item/W = get_active_hand(A)
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// Cyborgs have no range-checking unless there is item use
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if(!W)
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if(bolt && !bolt.malfunction && A.loc != module)
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return
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A.add_hiddenprint(src)
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A.attack_robot(src)
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return
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// buckled cannot prevent machine interlinking but stops arm movement
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if( buckled )
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return
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if(W == A)
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W.attack_self(src)
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return
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
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if(A == loc || (A in loc) || (A in contents))
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// No adjacency checks
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var/resolved = A.attackby(W, src, 1)
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if(!resolved && A && W)
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W.afterattack(A,src,1,params)
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return
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if(!isturf(loc))
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return
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
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if(isturf(A) || isturf(A.loc))
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if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach))) // see adjacent.dm, allows robots to use ranged melee weapons
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var/resolved = A.attackby(W, src, 1)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params)
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return
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else
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W.afterattack(A, src, 0, params)
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return
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return
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//Middle click cycles through selected modules.
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/mob/living/silicon/robot/MiddleClickOn(var/atom/A)
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cycle_modules()
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return
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//Give cyborgs hotkey clicks without breaking existing uses of hotkey clicks
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// for non-doors/apcs
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/mob/living/silicon/robot/CtrlShiftClickOn(var/atom/A)
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A.BorgCtrlShiftClick(src)
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/mob/living/silicon/robot/ShiftClickOn(var/atom/A)
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A.BorgShiftClick(src)
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/mob/living/silicon/robot/CtrlClickOn(var/atom/A)
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A.BorgCtrlClick(src)
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/mob/living/silicon/robot/AltClickOn(var/atom/A)
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A.BorgAltClick(src)
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/atom/proc/BorgCtrlShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
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CtrlShiftClick(user)
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/obj/machinery/door/airlock/BorgCtrlShiftClick(var/mob/living/silicon/robot/user)
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if(user.bolt && !user.bolt.malfunction)
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return
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AICtrlShiftClick(user)
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/atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
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ShiftClick(user)
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/obj/machinery/door/airlock/BorgShiftClick(var/mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AIShiftClick(user)
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/atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
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CtrlClick(user)
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/obj/machinery/door/airlock/BorgCtrlClick(var/mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AICtrlClick(user)
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/obj/machinery/power/apc/BorgCtrlClick(var/mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AICtrlClick(user)
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/obj/machinery/turretid/BorgCtrlClick(var/mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AICtrlClick(user)
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/atom/proc/BorgAltClick(var/mob/living/silicon/robot/user)
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AltClick(user)
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return
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/obj/machinery/door/airlock/BorgAltClick(var/mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AIAltClick(user)
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/obj/machinery/turretid/BorgAltClick(var/mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
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if(user.bolt && !user.bolt.malfunction)
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return
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AIAltClick(user)
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/*
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As with AI, these are not used in click code,
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because the code for robots is specific, not generic.
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If you would like to add advanced features to robot
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clicks, you can do so here, but you will have to
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change attack_robot() above to the proper function
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*/
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/mob/living/silicon/robot/UnarmedAttack(atom/A)
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A.attack_robot(src)
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/mob/living/silicon/robot/RangedAttack(atom/A)
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A.attack_robot(src)
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/atom/proc/attack_robot(mob/user as mob)
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attack_ai(user)
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return
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