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Bleeding-Edge
code/_onclick/cyborg.dm
182 строки
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DeityLink
Further Rapid Cable Layer Quality of Life and Tweaks (#35337)
06 ноя 2023, 12:17
Не верифицирован
06 ноя 2023, 12:17
221e465
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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() || lockdown) return var/obj/item/W = get_active_hand() 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) if (W && W.AltFrom(A,src,A.Adjacent(src, MAX_ITEM_DEPTH),params)) return 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(INVOKE_EVENT(src, /event/uattack, "atom" = A)) return // 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)*/