Files
vgstation13/code/_onclick/cyborg.dm
DamianX 09a73d3c59 Converted a bunch of stuff to the new thing (#27556)
* removed old on_density_change thing

* converted on_resist to lazy events

* Converted on_spellcast to lazy events

* Converted on_uattack to lazy events, breaks spell channeling

* Converted on_ruattack to lazy events, unbreaks channeled spells

* Converted on_logout to lazy events

* Converted on_damaged to lazy_events

* Converted on_death to lazy_events

* Converted on_clickon to lazy_events

* Converted on_attackhand to lazy_events, added on_bumped
2020-08-16 18:53:17 +02:00

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/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/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(incapacitated() || lockcharge)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"] && modifiers["shift"])
MiddleShiftClickOn(A)
return
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(isVentCrawling())
to_chat(src, "<span class='danger'>Not while we're vent crawling!</span>")
return
face_atom(A) // change direction to face what you clicked on
if(aicamera.in_camera_mode) //Cyborg picture taking
aicamera.toggle_camera_mode(src)
aicamera.captureimage(A, src)
return
if(lazy_invoke_event(/lazy_event/on_uattack, list("atom" = A)))
return
var/obj/item/W = get_active_hand()
// Cyborgs have no range-checking unless there is item use
if(!W)
A.add_hiddenprint(src)
A.attack_robot(src)
return
if(W == A)
/*next_move = world.time + 8
if(W.flags&USEDELAY)
next_move += 5
*/
W.attack_self(src, params)
return
//Handling grippercreep
if (isgripper(W))
var/obj/item/weapon/gripper/G = W
//If the gripper contains something, then we will use its contents to attack
if (G.wrapped && (G.wrapped.loc == G))
GripperClickOn(A, params, G)
return
if(!isturf(loc) && !is_holder_of(src, A)) // Can't touch anything from inside things, unless it's inside our inventory.
return
if(A.Adjacent(src, MAX_ITEM_DEPTH)) // see adjacent.dm
/*next_move = world.time + 10
if(W.flags&USEDELAY)
next_move += 5
*/
var/resolved = W.preattack(A, src, 1, params)
if(!resolved)
resolved = A.attackby(W,src,params)
if(ismob(A) || istype(A, /obj/mecha))
delayNextAttack(10)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1 indicates adjacency
else
delayNextAttack(10)
return
else
//next_move = world.time + 10
W.afterattack(A, src, 0, params)
//Gripper Handling
//This is used when a gripper is used on anything. It does all the handling for it.
//Lots of sanity checking because i don't want runtimes.
/mob/living/silicon/robot/proc/GripperClickOn(var/atom/A, var/params, var/obj/item/weapon/gripper/G)
if(!gripper_sanity_check(G))
return
if(A.Adjacent(src, MAX_ITEM_DEPTH) && isturf(loc))
G.force_holder = G.wrapped.force
G.wrapped.force = 0
var/resolved = G.wrapped.preattack(A, src, 1, params)
if(!gripper_sanity_check(G))//Check if the thing inside our gripper is still there, just to be sure.
return
if(!resolved && A && G.wrapped)
resolved = A.attackby(G.wrapped,src,params)
if(ismob(A) || istype(A, /obj/mecha))
delayNextAttack(10)
if(!gripper_sanity_check(G))//Check it, again.
return
if(!resolved && A && G.wrapped)
G.wrapped.afterattack(A,src,TRUE,params)//TRUE indicates adjacency.
else
delayNextAttack(10)
if(!gripper_sanity_check(G))//If we're parsing again, we're checking it again.
return
G.wrapped.force = G.force_holder
G.update_icon()
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(var/atom/A)
cycle_modules()
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/AltClickOn(var/atom/A)
//Borgs dont need a quick shock hotkey, just in case
/*
if(istype(A, /obj/machinery/door/airlock))
A.AIAltClick(src)
return
*/
. = ..()
if(.)
return
if(isturf(A))
A.RobotAltClick(src)
return
A.RobotAltClick(src)
return
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_robot(src)
return
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user as mob)
attack_ai(user)
return
// /vg/: Alt-click.
/atom/proc/RobotAltClick()
return
// /vg/: Alt-click to open shit
/* not anymore
/obj/machinery/door/airlock/RobotAltClick() // Opens doors
if(density)
Topic("aiEnable=7", list("aiEnable"="7"), 1) // 1 meaning no window (consistency!)
else
Topic("aiDisable=7", list("aiDisable"="7"), 1)*/