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Related: Cleans up airlock Topic() Power and electricity is now also handled by process instead of sleeps(). Wires, remote door controls, etc. now use airlock procs instead of manhandling variables directly.
160 lines
4.6 KiB
Plaintext
160 lines
4.6 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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next_move = world.time + 9
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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(world.time <= next_click)
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return
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next_click = world.time + 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(control_disabled || stat)
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return
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var/list/modifiers = params2list(params)
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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(world.time <= next_move)
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return
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next_move = world.time + 9
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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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/*
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AI restrained() currently does nothing
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if(restrained())
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RestrainedClickOn(A)
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else
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*/
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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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A.AIShiftClick(src)
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/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
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A.AICtrlClick(src)
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/mob/living/silicon/ai/AltClickOn(var/atom/A)
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A.AIAltClick(src)
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/mob/living/silicon/ai/MiddleClickOn(var/atom/A)
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A.AIMiddleClick(src)
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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/AIShiftClick()
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return
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/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
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if(density)
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Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "1"), 1) // 1 meaning no window (consistency!)
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else
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Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "0"), 1)
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return
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/atom/proc/AICtrlClick()
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return
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/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
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if(locked)
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Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "0"), 1)// 1 meaning no window (consistency!)
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else
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Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "1"), 1)
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/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
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Topic(src, list("src"= "\ref[src]", "breaker"="1"), 1) // 1 meaning no window (consistency!)
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/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
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Topic(src, list("src"= "\ref[src]", "command"="enable", "value"="[!enabled]"), 1) // 1 meaning no window (consistency!)
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/atom/proc/AIAltClick(var/atom/A)
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AltClick(A)
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/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
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if(!electrified_until)
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// permanent shock
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Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "1"), 1) // 1 meaning no window (consistency!)
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else
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// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
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Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "0"), 1)
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return
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/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
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Topic(src, list("src"= "\ref[src]", "command"="lethal", "value"="[!lethal]"), 1) // 1 meaning no window (consistency!)
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/atom/proc/AIMiddleClick()
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return
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/obj/machinery/door/airlock/AIMiddleClick() // Toggles door bolt lights.
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if(!src.lights)
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Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "1"), 1) // 1 meaning no window (consistency!)
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else
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Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "0"), 1)
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return
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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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