/* 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 if(ismob(A)) ai_actual_track(A) else A.move_camera_by_click() /mob/living/silicon/ai/ClickOn(var/atom/A, params) if(click_delayer.blocked()) return click_delayer.setDelay(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(attack_delayer.blocked()) return 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) //writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/proc/attack_ai() called tick#: [world.time]") 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) /* 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() //writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/proc/AIShiftClick() called tick#: [world.time]") return /obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors! if(density) Topic("aiEnable=7", list("aiEnable"="7"), 1) // 1 meaning no window (consistency!) else Topic("aiDisable=7", list("aiDisable"="7"), 1) return /atom/proc/AICtrlClick() //writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/proc/AICtrlClick() called tick#: [world.time]") return /obj/machinery/door/airlock/AICtrlClick() // Bolts doors if(locked) Topic("aiEnable=4", list("aiEnable"="4"), 1)// 1 meaning no window (consistency!) else Topic("aiDisable=4", list("aiDisable"="4"), 1) /obj/machinery/power/apc/AICtrlClick() // turns off APCs. Topic("breaker=1", list("breaker"="1"), 0) // 0 meaning no window (consistency! wait...) /atom/proc/AIAltClick(var/mob/living/silicon/ai/user) //writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/atom/proc/AIAltClick() called tick#: [world.time]") AltClick(user) return /obj/machinery/door/airlock/AIAltClick() // Eletrifies doors. if(!secondsElectrified) // permenant shock Topic("aiEnable=6", list("aiEnable"="6"), 1) // 1 meaning no window (consistency!) else // disable/6 is not in Topic; disable/5 disables both temporary and permenant shock Topic("aiDisable=5", list("aiDisable"="5"), 1) return