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This code was just a big fucking mess. Happy motherfucking 2015. * Delay procs and variables replaced with a standardized delayer framework. * Cleaned up the absolutely fucking atrocious fix_next_move() diagnostic verb. * Added the ability to adjust minimum and maximum delay clamps per-mob for adminbus purposes and future features. * USECASE: Fat people cannot attack as fast (not implemented) Tested somewhat by smacking a window with a crowbar. Movespeeds also don't seem insane, either.
135 lines
3.4 KiB
Plaintext
135 lines
3.4 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.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) 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(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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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.camera_mode_off()
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aicamera.captureimage(A, usr)
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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.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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/*
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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/AIShiftClick()
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return
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/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
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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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return
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/atom/proc/AICtrlClick()
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return
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/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
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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/power/apc/AICtrlClick() // turns off APCs.
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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/airlock/AIAltClick() // Eletrifies doors.
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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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return
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