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This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly; All << is converted into to_chat().
35 lines
1.6 KiB
Plaintext
35 lines
1.6 KiB
Plaintext
/datum/game_mode/malfunction
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name = "AI malfunction"
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round_description = "The AI is behaving abnormally and must be stopped."
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extended_round_description = "The AI will attempt to hack the APCs around the station in order to gain as much control as possible."
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config_tag = "malfunction"
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required_players = 2
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required_enemies = 1
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end_on_antag_death = 0
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auto_recall_shuttle = 0
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antag_tags = list(MODE_MALFUNCTION)
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disabled_jobs = list("AI")
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/datum/game_mode/malfunction/post_setup()
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..()
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sleep(15) //Adds a delay to notifying the cyborgs, which looks slightly more realistic. This should only pause the post_setup proc.
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var/malf_ai = select_active_ai_with_fewest_borgs()
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if (malf_ai)
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for (var/mob/living/silicon/robot/borg in silicon_mob_list) //This is similar to baystation's solution, but without a notification.
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borg.connect_to_ai(malf_ai) //This will do nothing if the borg is synced before this line of code.
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notify_borg(borg)
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else
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error("Unable to locate the Malf AI during post_setup()! At the time, there were no AIs active.")
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return
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/datum/game_mode/malfunction/proc/notify_borg(var/mob/living/silicon/robot/borg)
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to_chat(borg, "Station AI detected. Establishing connection...") //Fluff)
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sleep(10)
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to_chat(borg, "Connection to station AI successful. Synchronizing laws...") //Fluff.)
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sleep(5)
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to_chat(borg, "<span class='danger'>You have been bound to an AI, Laws synchronized!</span>") //to provide a noticable chat notification.)
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borg.lawupdate = 1 //Required for sync() to function.
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borg.sync()
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borg.show_laws(0) //This should display updated laws to the borg.
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