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130 lines
3.2 KiB
Plaintext
130 lines
3.2 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)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] || modifiers["alt"] || modifiers["ctrl"])
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return
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if(ismob(A) || ismecha(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(click_delayer.blocked())
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return
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click_delayer.setDelay(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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if(modifiers["shift"])
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MiddleShiftClickOn(A)
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return
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else
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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(attack_delayer.blocked())
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return
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if(aicamera.in_camera_mode)
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aicamera.toggle_camera_mode()
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aicamera.captureimage(A, src)
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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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if(INVOKE_EVENT(src, /event/uattack, "atom" = A)) //This returns 1 when doing an action intercept
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return
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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/MiddleShiftClickOn(var/atom/A)
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A.AIMiddleShiftClick(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/AIMiddleShiftClick()
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return
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/atom/proc/AIShiftClick()
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return
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/atom/proc/AICtrlClick()
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return
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/obj/machinery/power/apc/AICtrlClick() // turns off APCs.
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if(allowed(usr))
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Topic("breaker=1", list("breaker"="1"), 0) // 0 meaning no window (consistency! wait...)
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/atom/proc/AIAltClick(var/mob/living/silicon/ai/user)
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AltClick(user)
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return
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/obj/machinery/door/firedoor/AIShiftClick(var/mob/living/silicon/ai/user) // Allows examining firelocks
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examine(user)
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