Files
Polaris/code/_onclick/ai.dm
PsiOmega 99406e3077 NanoUI AI door interface.
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.
2015-03-03 13:23:18 +01:00

160 lines
4.6 KiB
Plaintext

/*
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
var/list/modifiers = params2list(params)
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
/*
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/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/AIShiftClick()
return
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(density)
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "0"), 1)
return
/atom/proc/AICtrlClick()
return
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(locked)
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "0"), 1)// 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "1"), 1)
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
Topic(src, list("src"= "\ref[src]", "breaker"="1"), 1) // 1 meaning no window (consistency!)
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
Topic(src, list("src"= "\ref[src]", "command"="enable", "value"="[!enabled]"), 1) // 1 meaning no window (consistency!)
/atom/proc/AIAltClick(var/atom/A)
AltClick(A)
/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
if(!electrified_until)
// permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "0"), 1)
return
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
Topic(src, list("src"= "\ref[src]", "command"="lethal", "value"="[!lethal]"), 1) // 1 meaning no window (consistency!)
/atom/proc/AIMiddleClick()
return
/obj/machinery/door/airlock/AIMiddleClick() // Toggles door bolt lights.
if(!src.lights)
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "0"), 1)
return
//
// Override AdjacentQuick for AltClicking
//
/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
return (cameranet && cameranet.checkTurfVis(T))