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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
194 lines
5.4 KiB
Plaintext
194 lines
5.4 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.click_intercept)
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if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
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return
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if(control_disabled || stat) return
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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.click_intercept)
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if(call(client.click_intercept, "InterceptClickOn")(src, 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/turf/pixel_turf = get_turf_pixel(A)
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var/turf_visible
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if(pixel_turf)
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turf_visible = GLOB.cameranet.checkTurfVis(pixel_turf)
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if(!turf_visible)
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if(istype(loc, /obj/item/device/aicard) && (pixel_turf in view(client.view, loc)))
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turf_visible = TRUE
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else
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if (pixel_turf.obscured)
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log_admin("[key_name_admin(src)] might be running a modified client! (failed checkTurfVis on AI click of [A]([COORD(pixel_turf)])")
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message_admins("[key_name_admin(src)] might be running a modified client! (failed checkTurfVis on AI click of [A]([ADMIN_COORDJMP(pixel_turf)]))")
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if(REALTIMEOFDAY >= chnotify + 9000)
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chnotify = REALTIMEOFDAY
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send2irc_adminless_only("NOCHEAT", "[key_name(src)] might be running a modified client! (failed checkTurfVis on AI click of [A]([COORD(pixel_turf)]))")
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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["middle"])
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if(controlled_mech) //Are we piloting a mech? Placed here so the modifiers are not overridden.
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controlled_mech.click_action(A, src, params) //Override AI normal click behavior.
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return
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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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if(aicamera.in_camera_mode && pixel_turf && turf_visible)
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aicamera.camera_mode_off()
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aicamera.captureimage(pixel_turf, usr)
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return
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if(waypoint_mode)
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waypoint_mode = 0
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set_waypoint(A)
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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.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)
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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/CtrlShiftClickOn(var/atom/A)
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A.AICtrlShiftClick(src)
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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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/*
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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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/* Questions: Instead of an Emag check on every function, can we not add to airlocks onclick if emag return? */
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/* Atom Procs */
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/atom/proc/AICtrlClick()
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return
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/atom/proc/AIAltClick(mob/living/silicon/ai/user)
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AltClick(user)
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return
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/atom/proc/AIShiftClick()
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return
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/atom/proc/AICtrlShiftClick()
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return
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/* Airlocks */
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/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
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if(emagged)
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return
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if(locked)
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Topic("aiEnable=4", list("aiEnable"="4"), 1)// 1 meaning no window (consistency!)
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else
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Topic("aiDisable=4", list("aiDisable"="4"), 1)
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/obj/machinery/door/airlock/AIAltClick() // Eletrifies doors.
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if(emagged)
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return
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if(!secondsElectrified)
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// permenant shock
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Topic("aiEnable=6", list("aiEnable"="6"), 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 permenant shock
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Topic("aiDisable=5", list("aiDisable"="5"), 1)
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/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
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if(emagged)
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return
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if(density)
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Topic("aiEnable=7", list("aiEnable"="7"), 1) // 1 meaning no window (consistency!)
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else
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Topic("aiDisable=7", list("aiDisable"="7"), 1)
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/obj/machinery/door/airlock/AICtrlShiftClick() // Sets/Unsets Emergency Access Override
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if(emagged)
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return
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if(!emergency)
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Topic("aiEnable=11", list("aiEnable"="11"), 1) // 1 meaning no window (consistency!)
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else
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Topic("aiDisable=11", list("aiDisable"="11"), 1)
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/* APC */
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/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
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if(can_use(usr, 1))
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toggle_breaker()
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add_fingerprint(usr)
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/* AI Turrets */
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/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
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toggle_lethal()
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add_fingerprint(usr)
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/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
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toggle_on()
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add_fingerprint(usr)
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//
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// Override TurfAdjacent for AltClicking
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//
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/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
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return (GLOB.cameranet && GLOB.cameranet.checkTurfVis(T))
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