/obj/item/device/paicard
name = "personal AI device"
icon = 'icons/obj/pai.dmi'
icon_state = "pai"
item_state = "electronic"
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
origin_tech = list(TECH_DATA = 2)
var/obj/item/device/radio/radio
var/looking_for_personality = 0
var/mob/living/silicon/pai/pai
var/move_delay = 0
light_power = 1
light_range = 1
light_color = COLOR_BRIGHT_GREEN
/obj/item/device/paicard/relaymove(var/mob/user, var/direction)
if(user.stat || user.stunned)
return
if(istype(loc, /mob/living/bot))
if(world.time < move_delay)
return
var/mob/living/bot/B = loc
move_delay = world.time + 1 SECOND
if(!B.on)
to_chat(pai, SPAN_WARNING("\The [B] isn't turned on!"))
return
step_towards(B, get_step(B, direction))
var/obj/item/rig/rig = src.get_rig()
if(istype(rig))
rig.forced_move(direction, user)
/obj/item/device/paicard/Initialize()
. = ..()
add_overlay("pai_off")
SSpai.all_pai_devices += src
update_light()
/obj/item/device/paicard/Destroy()
SSpai.all_pai_devices -= src
//Will stop people throwing friend pAIs into the singularity so they can respawn
if(pai)
pai.death(0)
return ..()
/obj/item/device/paicard/attackby(obj/item/C as obj, mob/user as mob)
if(istype(C, /obj/item/card/id))
scan_ID(C, user)
//This proc is called when the user scans their ID on the pAI card.
//It registers their ID and copies their access to the pai, allowing it to use airlocks the owner can
//Scanning an ID replaces any previously stored access with the new set.
//Only cards that match the imprinted DNA can be used, it's not a free Agent ID card.
//Possible TODO in future, allow emagging a paicard to let it work like an agent ID, accumulating access from any ID
/obj/item/device/paicard/proc/scan_ID(var/obj/item/card/id/card, var/mob/user)
if (!pai)
to_chat(user, "Error: ID Registration failed. No pAI personality installed.")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 20, 0)
return 0
if (!pai.master_dna)
to_chat(user, "Error: ID Registration failed. User not registered as owner. Please complete imprinting process first.")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 20, 0)
return 0
if (pai.master_dna != card.dna_hash)
to_chat(user, "Error: ID Registration failed. Biometric data on ID card does not match DNA sample of registered owner.")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 20, 0)
return 0
pai.id_card.access.Cut()
pai.id_card.access = card.access.Copy()
pai.id_card.registered_name = card.registered_name
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
to_chat(user, "ID Registration for [pai.id_card.registered_name] is a success. PAI access updated!")
return 1
/obj/item/device/paicard/proc/ID_readout()
if (pai.id_card.registered_name)
return "Identity of owner: [pai.id_card.registered_name] registered."
else
return "No ID card registered! Please scan your ID to share access."
/obj/item/device/paicard/attack_self(mob/user)
if (!in_range(src, user))
return
user.set_machine(src)
var/dat = {"
"}
if(pai)
dat += {"
Personal AI Device
| Installed Personality: |
[pai.name] |
| Prime directive: |
[pai.pai_law0] |
| Additional directives: |
[pai.pai_laws] |
| ID: |
[ID_readout()] |
"}
dat += {"
"}
if(pai && (!pai.master_dna || !pai.master))
dat += {"
"}
dat += "
"
if(radio)
dat += "Radio Uplink"
dat += {"
"}
else //
dat += "Radio Uplink
"
dat += "Radio firmware not loaded. Please install a pAI personality to load firmware.
"
dat += {"
"}
else
if(looking_for_personality)
dat += {"
pAI Request Module
Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.
Searching for personalities
"}
else
dat += {"
pAI Request Module
No personality is installed.
Each time this button is pressed, a request will be sent out to any available personalities. Check back often give plenty of time for personalities to respond. This process could take anywhere from 15 seconds to several minutes, depending on the available personalities' timelines.
"}
user << browse(dat, "window=paicard")
onclose(user, "paicard")
return
/obj/item/device/paicard/Topic(href, href_list)
if(!usr || usr.stat)
return
if(href_list["setdna"])
if(pai.master_dna)
return
var/mob/M = usr
if(!istype(M, /mob/living/carbon))
to_chat(usr, "You don't have any DNA, or your DNA is incompatible with this device.")
else
var/datum/dna/dna = usr.dna
pai.master = M.real_name
pai.master_dna = dna.unique_enzymes
to_chat(pai, "You have been bound to a new master.
")
if(href_list["request"])
src.looking_for_personality = 1
SSpai.findPAI(src, usr)
if(href_list["wipe"])
var/confirm = input("Are you CERTAIN you wish to delete the current personality? This action cannot be undone.", "Personality Wipe") in list("Yes", "No")
if(confirm == "Yes")
for(var/mob/M in src)
to_chat(M, "You feel yourself slipping away from reality.
")
sleep(30)
to_chat(M, "Byte by byte you lose your sense of self.
")
sleep(20)
to_chat(M, "Your mental faculties leave you.
")
sleep(30)
to_chat(M, "oblivion...
")
M.death(0)
removePersonality()
if(href_list["wires"])
var/t1 = text2num(href_list["wires"])
switch(t1)
if(4)
radio.ToggleBroadcast()
if(2)
radio.ToggleReception()
if(href_list["setlaws"])
var/newlaws = sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.pai_laws) as message)
if(newlaws)
pai.pai_laws = newlaws
to_chat(pai, "Your supplemental directives have been updated. Your new directives are:")
to_chat(pai, "Prime Directive:
[pai.pai_law0]")
to_chat(pai, "Supplemental Directives:
[pai.pai_laws]")
attack_self(usr)
// WIRE_SIGNAL = 1
// WIRE_RECEIVE = 2
// WIRE_TRANSMIT = 4
/obj/item/device/paicard/proc/setPersonality(mob/living/silicon/pai/personality)
src.pai = personality
add_overlay("pai-happy")
/obj/item/device/paicard/proc/removePersonality()
src.pai = null
cut_overlays()
add_overlay("pai-off")
/obj/item/device/paicard
var/current_emotion = 1
/obj/item/device/paicard/proc/setEmotion(var/emotion)
if(pai)
cut_overlays()
var/new_state
switch(emotion)
if(1) new_state = "pai-happy"
if(2) new_state = "pai-cat"
if(3) new_state = "pai-extremely-happy"
if(4) new_state = "pai-face"
if(5) new_state = "pai-laugh"
if(6) new_state = "pai-off"
if(7) new_state = "pai-sad"
if(8) new_state = "pai-angry"
if(9) new_state = "pai-what"
if(10) new_state = "pai-neutral"
if(11) new_state = "pai-silly"
if(12) new_state = "pai-nose"
if(13) new_state = "pai-smirk"
if(14) new_state = "pai-exclamation"
if(15) new_state = "pai-question"
if (new_state)
add_overlay(new_state)
current_emotion = emotion
/obj/item/device/paicard/proc/alertUpdate()
var/turf/T = get_turf_or_move(src.loc)
for (var/mob/M in viewers(T))
M.show_message("\The [src] flashes a message across its screen, \"Additional personalities available for download.\"", 3, "\The [src] bleeps electronically.", 2)
/obj/item/device/paicard/emp_act(severity)
for(var/mob/M in src)
M.emp_act(severity)
/obj/item/device/paicard/ex_act(severity)
if(pai)
pai.ex_act(severity)
else
qdel(src)
/obj/item/device/paicard/see_emote(mob/living/M, text)
if(pai && pai.client && !pai.canmove)
var/rendered = "[text]"
pai.show_message(rendered, 2)
..()
/obj/item/device/paicard/dropped(mob/user)
///When an object is put into a container, drop fires twice.
//once with it on the floor, and then once in the container
//We only care about the second one
if (istype(loc, /obj/item/storage)) //The second drop reads the container its placed into as the location
update_location()
/obj/item/device/paicard/equipped(var/mob/user, var/slot)
..()
update_location(slot)
/obj/item/device/paicard/proc/update_location(var/slotnumber = null)
if (!pai)
return
if (!slotnumber)
if (istype(loc, /mob))
slotnumber = get_equip_slot()
report_onmob_location(1, slotnumber, pai)
/obj/item/device/paicard/show_message(msg, type, alt, alt_type)
if(pai && pai.client)
var/rendered = "[msg]"
pai.show_message(rendered, type)
..()