Files
Paradise/code/_onclick/ai.dm
DZD b39a052a7a More Adminlogs
- Adds use_log list logging to AI/borg alt + click door shocking.
- Adds use_log list logging to PA control computer (Turning on,
increasing power, decreasing power).
- Adds use_log list logging to robotics control computer (borg full
destruct and single borg destruct).
2015-01-22 19:25:57 -05:00

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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
if(alienAI)
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["shift"] && modifiers["alt"])
AltShiftClickOn(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
if(waypoint_mode)
set_waypoint(A)
waypoint_mode = 0
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/CtrlShiftClickOn(var/atom/A)
A.AICtrlShiftClick(src)
/mob/living/silicon/ai/AltShiftClickOn(var/atom/A)
A.AIAltShiftClick(src)
/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(var/mob/user) // Examines
if(user.client)
examine()
return
/atom/proc/AIAltShiftClick()
return
/obj/machinery/door/airlock/AIAltShiftClick() // Sets/Unsets Emergency Access Override
if(emagged)
return
if(!emergency)
Topic("aiEnable=11", list("aiEnable"="11"), 1) // 1 meaning no window (consistency!)
else
Topic("aiDisable=11", list("aiDisable"="11"), 1)
return
/atom/proc/AIShiftClick()
return
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(density)
Topic("aiEnable=7", list("aiEnable"="7"), 1) // 1 meaning no window (consistency!)
else
Topic("aiDisable=7", list("aiDisable"="7"), 1)
return
/atom/proc/AICtrlClick(var/mob/living/silicon/ai/user)
if(user.holo)
var/obj/machinery/hologram/holopad/H = user.holo
H.face_atom(src)
return
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(locked)
Topic("aiEnable=4", list("aiEnable"="4"), 1)// 1 meaning no window (consistency!)
else
Topic("aiDisable=4", list("aiDisable"="4"), 1)
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
Topic("breaker=1", list("breaker"="1"), 0) // 0 meaning no window (consistency! wait...)
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
src.enabled = !src.enabled
src.updateTurrets()
/atom/proc/AIAltClick(var/atom/A)
AltClick(A)
/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
if(emagged)
return
if(!secondsElectrified)
// permanent shock
Topic("aiEnable=6", list("aiEnable"="6"), 1) // 1 meaning no window (consistency!)
use_log += text("\[[time_stamp()]\] <font color='red'>[usr.name] ([usr.ckey]) electrified [src].</font>")
else
// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
Topic("aiDisable=5", list("aiDisable"="5"), 1)
use_log += text("\[[time_stamp()]\] <font color='orange'>[usr.name] ([usr.ckey]) toggled turned off the [src]'s electrification.</font>")
return
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
src.lethal = !src.lethal
src.updateTurrets()
/atom/proc/AIMiddleClick()
return
/obj/machinery/door/airlock/AIMiddleClick() // Toggles door bolt lights.
if(!src.lights)
Topic("aiEnable=10", list("aiEnable"="10"), 1) // 1 meaning no window (consistency!)
else
Topic("aiDisable=10", list("aiDisable"="10"), 1)
return
//
// Override AdjacentQuick for AltClicking
//
/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
return (cameranet && cameranet.checkTurfVis(T))