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* Initial tgui-next commit * Improve dev server, slight changes to layout. * Add more components, fix dragging, finalize scrubber list * Complete an air alarm interface. * Multiple improvements based on feedback - LabeledList now has a "buttons" prop, where you can put buttons. - Improved Box and Flex components - Whole UI is now dimmable if non-interactive - Basic documentation of components (Box and Flex so far). - Icon and Box now accept a "color" prop. - Routing improved in "Layout" component, you can now specify whether an interface is scrollable. * Less harsh dimming * Redux, Toasts - Fixed inconsistent backend updates with Redux. - Added Toasts which are currently unused, but are functional. * acclimator + ai airlock ui * Add a progress bar component, implement resizing * Fix a zero in title bar * Add a linter to keep shit tidy, fix danger level mapping, add some more docs * better ai door interact ui * final ai airlock interface * Fix issues with code, enforce hard 120 line length cap, automerge binaries * Implement hot module reloading * Fix progress bar, add color support * Fix ProgressBar baseline alignment issues * Remove unwanted padding on the bottom of the LabeledList. * Component improvements - Fix baseline issues with Button and ProgressBar components - Box how inherits props from Box - Atomic colors and Button colors are now auto-generated, all range of colors supported * Chem Dispenser UI, animated numbers, more style fixes * Add an IE8 polyfill * Intermediate state of fixing IE8 * Lots of shimming and general misery * Fully working old TGUI chainloader for IE8, more pipeline improvements * Support title-less Sections * Delete Yarn, use Lerna for workspace management * Improve maths and animated numbers * Fix loss of focus for scrollable content, activate buttons with keyboard * Attempt to bust the cache, grab focus on keyboard presses too * Fix hot module replacement by manually pulling replaced modules. * backend logging un-nuke line endings changes without insane line endings * helper procs + href support * slight optimization * compiles * Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component * Push logs to backend, small kitchen sink changes, tab fixes * Update component reference in README * Small fixes * Next bunch of IE8 fixes, PureComponent optimization for Inferno * Delete old tgui html * Log the event of loading the old tgui * Enable tgui logging on server by default * Final solution * Extract routes into a separate file, fix ChemDispenser bug - Chem dispenser was needlessly disabling transfer amount buttons * Disable baseline alignment for vertical tabs * Fix tabs and box units - Tab content was not taking full page width - Box can now accepts strings as units, which will be treated as raw style values. * Fix tgui on Terry * Fix sending all logs with an "error" flag * Some macro UI component changes and improvements - Refer to README.md diff to see what's new * Tooltip component * Add support for themes, nanotrasen logo is back * Clockwork theme hotfix * Slight adjustment to logo positioning * Actually proper solution for logo positioning * Fix color maps * tgui-next thermomachine interface * tgui-next canister interface * Add icon_class_name proc to asset cache * Lots of stuff backported from actioninja's repo * Cleanup oopsies * Cargo UI adjustments * Nuke lodash * Minor fixes and cleanup - Remove local Inferno package in favor of upstream Inferno - Fix "initial" prop on AnimatedNumber - Force fancy=0 for IE8 - Click-through dimmer * Add a bat file for dummies * podlauncher interface fix * Update README, assert code dominance * Clarify usage of event handlers in Inferno * Document LabeledList.Divider * Fukken grammar * fixes cellular emporium readapt button not working * fixes incorrect action on button in atmos control interface * remove unneeded data from airlock electronics ui * Set +x mode on bin/tgui * Fix filename cases - They were untracked by git on windows * Ignore package lock, make batch more robust - package-lock.json is very random and unreliable as fuck. Yarn was better. * Build tgui-next in travis * bruh - fixes tgui error reporting * logging cleanup + always log
193 lines
4.8 KiB
Plaintext
193 lines
4.8 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(atom/A, params)
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if(control_disabled || incapacitated())
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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(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(!can_interact_with(A))
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return
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if(multicam_on)
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var/turf/T = get_turf(A)
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if(T)
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for(var/obj/screen/movable/pic_in_pic/ai/P in T.vis_locs)
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if(P.ai == src)
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P.Click(params)
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break
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if(check_click_intercept(params,A))
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return
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if(control_disabled || incapacitated())
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return
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var/turf/pixel_turf = get_turf_pixel(A)
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if(isnull(pixel_turf))
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return
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if(!can_see(A))
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if(isturf(A)) //On unmodified clients clicking the static overlay clicks the turf underneath
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return //So there's no point messaging admins
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message_admins("[ADMIN_LOOKUPFLW(src)] might be running a modified client! (failed can_see on AI click of [A] (Turf Loc: [ADMIN_VERBOSEJMP(pixel_turf)]))")
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var/message = "[key_name(src)] might be running a modified client! (failed can_see on AI click of [A] (Turf Loc: [AREACOORD(pixel_turf)]))"
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log_admin(message)
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if(REALTIMEOFDAY >= chnotify + 9000)
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chnotify = REALTIMEOFDAY
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send2irc_adminless_only("NOCHEAT", message)
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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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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)
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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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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(atom/A)
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A.AICtrlShiftClick(src)
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/mob/living/silicon/ai/ShiftClickOn(atom/A)
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A.AIShiftClick(src)
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/mob/living/silicon/ai/CtrlClickOn(atom/A)
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A.AICtrlClick(src)
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/mob/living/silicon/ai/AltClickOn(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(obj_flags & EMAGGED)
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return
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toggle_bolt(usr)
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add_hiddenprint(usr)
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/obj/machinery/door/airlock/AIAltClick() // Eletrifies doors.
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if(obj_flags & EMAGGED)
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return
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if(!secondsElectrified)
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shock_perm(usr)
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else
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shock_restore(usr)
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/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
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if(obj_flags & EMAGGED)
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return
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user_toggle_open(usr)
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add_hiddenprint(usr)
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/obj/machinery/door/airlock/AICtrlShiftClick() // Sets/Unsets Emergency Access Override
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if(obj_flags & EMAGGED)
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return
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toggle_emergency(usr)
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add_hiddenprint(usr)
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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(usr)
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/* AI Turrets */
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/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
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if(ailock)
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return
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toggle_lethal(usr)
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/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
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if(ailock)
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return
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toggle_on(usr)
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/* Holopads */
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/obj/machinery/holopad/AIAltClick(mob/living/silicon/ai/user)
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hangup_all_calls()
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add_hiddenprint(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(turf/T)
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return (GLOB.cameranet && GLOB.cameranet.checkTurfVis(T))
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