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* proof-of-concept implementation * clear being_hijacked on death * it glows in the dark * oops * machinery interactions and some fixes * consistency, correctness, fixes * stop usage of the \the text macro * list inits in Initialize * fix control flow spacing * review compliance * event code and some tweaks * upgradable spell abilities and some tweaks * how did that happen * cycle cameras spell * stat upgrades (no sprites for now) * tweaking * sounds * jecties code * more tweaks and fixes * some review stuff * alt-click user param and charger icon fix * Remove unused default amounts in objectives * Comply with sirryan review (part 1) * Move isapc definition * Add autodoc comments to all pulse_demon vars * Give random number in name on init * Fix merge conflicts * Remove pulse demon from traitors on Destroy * Fix mulebot relaymove override * Fix airlock TGUI actions * Fix loop over mobs in cablehop * Attempt to fix overload runtime * Half-fix gun cooldown issue * Fix chat related issues * Attempt to fix overload runtime (take 2) * Make ion projectiles collide * Tweak pulse demon speed * Make demon survive loc being deleted * Send message when saved by self-sustaining * Fix vv_edit_var for charge * Stop people disabling hijacked bots * Make demon lose more health when not on wires * Increase costs of stat upgrades * Allow demon to change its drain speed * Stop demon obliterating xenos * Comply with review (partial) * Fix issues pointed out in reviews * Allow demon to drain charge of reachable items * Adjust volume of demon sounds * Improve cell interactions * Bump up event weight (for testmerge) * Give pulse demon a highlight section on orbit menu * Give demon an experimental soft-counter to insuls * Reduce volume of most common sounds (again) * Update demon cable overlay when required * Stop AI using its tracking ability on pulse demons * Add wizard spawner for pulse demon * Tweak EMP behaviour and numbers * Clear references in Destroy * Make appear on end of round credits even when dead * Prevent pulse demon from detonating cyborgs * Generalise insulated structure check * Clean up remaining review requests * Add new sprites * some addressed reviews * Typepath changes, GC fixes * I blame charlie * good enough * die or something * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * even more changes * final tweaks * what * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_abilities.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * bam * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * to_chatn't * deconflicted --------- Co-authored-by: unknownuser782 <126365777+unknownuser782@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
205 lines
5.4 KiB
Plaintext
205 lines
5.4 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(atom/A, params)
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if(client?.click_intercept)
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client.click_intercept.InterceptClickOn(src, params, A)
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return
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if(next_click > world.time)
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return
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changeNext_click(1)
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if(is_ventcrawling(src)) // To stop drones interacting with anything while ventcrawling
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return
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if(stat == DEAD || lockcharge || IsWeakened() || IsStunned() || IsParalyzed() || low_power_mode)
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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["alt"])
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AltShiftClickOn(A)
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return
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if(modifiers["middle"] && modifiers["ctrl"])
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CtrlMiddleClickOn(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(incapacitated())
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return
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if(next_move >= world.time)
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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)
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if(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, usr)
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else
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to_chat(src, "<span class='userdanger'>Your camera isn't functional.</span>")
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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()
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// Cyborgs have no range-checking unless there is item use
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if(!W)
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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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W.melee_attack_chain(src, A, 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)) // see adjacent.dm
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W.melee_attack_chain(src, A, 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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//Ctrl+Middle click cycles through modules
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/mob/living/silicon/robot/proc/CtrlMiddleClickOn(atom/A)
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cycle_modules()
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return
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//Middle click points
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/mob/living/silicon/robot/MiddleClickOn(atom/A)
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if(isdrone(src))
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// Drones cannot point.
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return
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pointed(A)
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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/ShiftClickOn(atom/A)
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A.BorgShiftClick(src)
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/mob/living/silicon/robot/CtrlClickOn(atom/A)
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A.BorgCtrlClick(src)
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/mob/living/silicon/robot/AltClickOn(atom/A)
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A.BorgAltClick(src)
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/mob/living/silicon/robot/CtrlShiftClickOn(atom/A)
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A.BorgCtrlShiftClick(src)
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/mob/living/silicon/robot/AltShiftClickOn(atom/A)
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A.BorgAltShiftClick(src)
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/mob/living/silicon/robot/ShiftMiddleClickOn(atom/A)
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A.BorgShiftMiddleClick(src)
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/atom/proc/BorgShiftClick(mob/user)
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if(user.client && user.client.eye == user)
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user.examinate(src)
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return
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/atom/proc/BorgCtrlClick(mob/living/silicon/robot/user) //forward to human click if not overriden
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CtrlClick(user)
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/atom/proc/BorgAltClick(mob/living/silicon/robot/user)
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AltClick(user)
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return
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/atom/proc/BorgCtrlShiftClick(mob/user) // Examines
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if(user.client && user.client.eye == user)
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user.examinate(src)
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return
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/atom/proc/BorgAltShiftClick()
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return
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/atom/proc/BorgShiftMiddleClick()
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return
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// AIRLOCKS
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/obj/machinery/door/airlock/BorgShiftClick(mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
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AIShiftClick(user)
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/obj/machinery/door/airlock/BorgCtrlClick(mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
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AICtrlClick(user)
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/obj/machinery/door/airlock/BorgAltClick(mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
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AIAltClick(user)
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/obj/machinery/door/airlock/BorgAltShiftClick(mob/living/silicon/robot/user) // Enables emergency override on doors! Forwards to AI code.
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AIAltShiftClick(user)
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/obj/machinery/door/airlock/BorgShiftMiddleClick(mob/living/silicon/robot/user) //Toggles door timing. Forwards to AI code.
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AIShiftMiddleClick(user)
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// APC
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/obj/machinery/power/apc/BorgCtrlClick(mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
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AICtrlClick(user)
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// TURRETCONTROL
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/obj/machinery/turretid/BorgCtrlClick(mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
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AICtrlClick(user)
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/obj/machinery/turretid/BorgAltClick(mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
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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, params)
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A.attack_robot(src)
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/atom/proc/attack_robot(mob/user)
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attack_ai(user)
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return
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