diff --git a/code/game/objects/structures/ai_core.dm b/code/game/objects/structures/ai_core.dm
index 79be989d0d6..946fbeaabf8 100644
--- a/code/game/objects/structures/ai_core.dm
+++ b/code/game/objects/structures/ai_core.dm
@@ -1,3 +1,9 @@
+#define EMPTY_CORE 0
+#define CIRCUIT_CORE 1
+#define SCREWED_CORE 2
+#define CABLED_CORE 3
+#define GLASS_CORE 4
+
/obj/structure/AIcore
density = 1
anchored = 0
@@ -25,193 +31,178 @@
return ..()
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
- switch(state)
- if(0)
- if(istype(P, /obj/item/weapon/wrench))
- playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
- user << "You start wrenching the frame into place..."
- if(do_after(user, 20/P.toolspeed, target = src))
- user << "You wrench the frame into place."
- anchored = 1
- state = 1
+ if(istype(P, /obj/item/weapon/wrench))
+ playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
+ user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
+ "You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...")
+ if(do_after(user, 20/P.toolspeed, target = src))
+ user << "You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor."
+ anchored = !anchored
+ return
+ if(!anchored)
+ if(istype(P, /obj/item/weapon/weldingtool))
+ if(state != EMPTY_CORE)
+ user << "The core must be empty to deconstruct it!"
return
- if(istype(P, /obj/item/weapon/weldingtool))
- var/obj/item/weapon/weldingtool/WT = P
- if(!WT.isOn())
- user << "The welder must be on for this task!"
- return
- playsound(loc, 'sound/items/Welder.ogg', 50, 1)
- user << "You start to deconstruct the frame..."
- if(do_after(user, 20/P.toolspeed, target = src))
- if(!src || !WT.remove_fuel(0, user)) return
- user << "You deconstruct the frame."
- new /obj/item/stack/sheet/plasteel( loc, 4)
- qdel(src)
+ var/obj/item/weapon/weldingtool/WT = P
+ if(!WT.isOn())
+ user << "The welder must be on for this task!"
return
- if(1)
- if(istype(P, /obj/item/weapon/wrench))
- playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
- user << "You start to unfasten the frame..."
- if(do_after(user, 20/P.toolspeed, target = src))
- user << "You unfasten the frame."
- anchored = 0
- state = 0
- return
- if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
- if(!user.drop_item())
- return
- playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
- user << "You place the circuit board inside the frame."
- icon_state = "1"
- circuit = P
- P.loc = src
- return
- if(istype(P, /obj/item/weapon/screwdriver) && circuit)
- playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
- user << "You screw the circuit board into place."
- state = 2
- icon_state = "2"
- return
- if(istype(P, /obj/item/weapon/crowbar) && circuit)
- playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
- user << "You remove the circuit board."
- state = 1
- icon_state = "0"
- circuit.loc = loc
- circuit = null
- return
- if(2)
- if(istype(P, /obj/item/weapon/screwdriver) && circuit)
- playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
- user << "You unfasten the circuit board."
- state = 1
- icon_state = "1"
- return
- if(istype(P, /obj/item/stack/cable_coil))
- var/obj/item/stack/cable_coil/C = P
- if(C.get_amount() >= 5)
+ playsound(loc, 'sound/items/Welder.ogg', 50, 1)
+ user << "You start to deconstruct the frame..."
+ if(do_after(user, 20/P.toolspeed, target = src) && src && state == EMPTY_CORE && WT && WT.remove_fuel(0, user))
+ user << "You deconstruct the frame."
+ deconstruct(TRUE)
+ return
+ else
+ switch(state)
+ if(EMPTY_CORE)
+ if(istype(P, /obj/item/weapon/circuitboard/aicore))
+ if(!user.drop_item())
+ return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
- user << "You start to add cables to the frame..."
- if(do_after(user, 20, target = src))
- if (C.get_amount() >= 5 && state == 2)
- C.use(5)
- user << "You add cables to the frame."
- state = 3
- icon_state = "3"
- else
- user << "You need five lengths of cable to wire the AI core!"
- return
- if(3)
- if(istype(P, /obj/item/weapon/wirecutters))
- if (brain)
- user << "Get that brain out of there first!"
- else
- playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
- user << "You remove the cables."
- state = 2
+ user << "You place the circuit board inside the frame."
+ icon_state = "1"
+ state = CIRCUIT_CORE
+ circuit = P
+ P.forceMove(src)
+ return
+ if(CIRCUIT_CORE)
+ if(istype(P, /obj/item/weapon/screwdriver))
+ playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ user << "You screw the circuit board into place."
+ state = SCREWED_CORE
icon_state = "2"
- new /obj/item/stack/cable_coil(loc, 5)
- return
+ return
+ if(istype(P, /obj/item/weapon/crowbar))
+ playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
+ user << "You remove the circuit board."
+ state = EMPTY_CORE
+ icon_state = "0"
+ circuit.forceMove(loc)
+ circuit = null
+ return
+ if(SCREWED_CORE)
+ if(istype(P, /obj/item/weapon/screwdriver) && circuit)
+ playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ user << "You unfasten the circuit board."
+ state = CIRCUIT_CORE
+ icon_state = "1"
+ return
+ if(istype(P, /obj/item/stack/cable_coil))
+ var/obj/item/stack/cable_coil/C = P
+ if(C.get_amount() >= 5)
+ playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
+ user << "You start to add cables to the frame..."
+ if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
+ user << "You add cables to the frame."
+ state = CABLED_CORE
+ icon_state = "3"
+ else
+ user << "You need five lengths of cable to wire the AI core!"
+ return
+ if(CABLED_CORE)
+ if(istype(P, /obj/item/weapon/wirecutters))
+ if (brain)
+ user << "Get that brain out of there first!"
+ else
+ playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
+ user << "You remove the cables."
+ state = SCREWED_CORE
+ icon_state = "2"
+ var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
+ A.amount = 5
+ return
- if(istype(P, /obj/item/stack/sheet/rglass))
- var/obj/item/stack/sheet/rglass/G = P
- if(G.get_amount() >= 2)
- playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
- user << "You start to put in the glass panel..."
- if(do_after(user, 20, target = src))
- if (G.get_amount() >= 2 && state == 3)
- G.use(2)
+ if(istype(P, /obj/item/stack/sheet/rglass))
+ var/obj/item/stack/sheet/rglass/G = P
+ if(G.get_amount() >= 2)
+ playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
+ user << "You start to put in the glass panel..."
+ if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
user << "You put in the glass panel."
- state = 4
+ state = GLASS_CORE
icon_state = "4"
- else
- user << "You need two sheets of reinforced glass to insert them into the AI core!"
- return
-
- if(istype(P, /obj/item/weapon/aiModule))
- var/obj/item/weapon/aiModule/module = P
- module.install(laws, user)
- return
-
- if(istype(P, /obj/item/device/mmi))
- var/obj/item/device/mmi/M = P
- if(!M.brainmob)
- user << "Sticking an empty MMI into the frame would sort of defeat the purpose!"
- return
- if(M.brainmob.stat == DEAD)
- user << "Sticking a dead brain into the frame would sort of defeat the purpose!"
+ else
+ user << "You need two sheets of reinforced glass to insert them into the AI core!"
return
- if(!M.brainmob.client)
- user << "Sticking an inactive brain into the frame would sort of defeat the purpose."
+ if(istype(P, /obj/item/weapon/aiModule))
+ var/obj/item/weapon/aiModule/module = P
+ module.install(laws, user)
return
- if((config) && (!config.allow_ai))
- user << "This MMI does not seem to fit!"
- return
+ if(istype(P, /obj/item/device/mmi) && !brain)
+ var/obj/item/device/mmi/M = P
+ if(!M.brainmob)
+ user << "Sticking an empty MMI into the frame would sort of defeat the purpose!"
+ return
+ if(M.brainmob.stat == DEAD)
+ user << "Sticking a dead brain into the frame would sort of defeat the purpose!"
+ return
- if(jobban_isbanned(M.brainmob, "AI"))
- user << "This MMI does not seem to fit!"
- return
+ if(!M.brainmob.client)
+ user << "Sticking an inactive brain into the frame would sort of defeat the purpose."
+ return
- if(M.hacked || M.clockwork)
- user << "This MMI does not seem to fit!"
- return
+ if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
+ user << "This MMI does not seem to fit!"
+ return
- if(!M.brainmob.mind)
- user << "This MMI is mindless!"
- return
+ if(!M.brainmob.mind)
+ user << "This MMI is mindless!"
+ return
- if(!user.drop_item())
- return
+ if(!user.drop_item())
+ return
- ticker.mode.remove_antag_for_borging(M.brainmob.mind)
- remove_servant_of_ratvar(M, TRUE)
- M.loc = src
- brain = M
- user << "Added a brain."
- icon_state = "3b"
- return
-
- if(istype(P, /obj/item/weapon/crowbar) && brain)
- playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
- user << "You remove the brain."
- brain.forceMove(loc)
- brain = null
- icon_state = "3"
- return
-
- if(4)
- if(istype(P, /obj/item/weapon/crowbar))
- playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
- user << "You remove the glass panel."
- state = 3
- if (brain)
+ ticker.mode.remove_antag_for_borging(M.brainmob.mind)
+ remove_servant_of_ratvar(M, TRUE)
+ M.forceMove(src)
+ brain = M
+ user << "Added a brain."
icon_state = "3b"
- else
- icon_state = "3"
- new /obj/item/stack/sheet/rglass(loc, 2)
- return
+ return
- if(istype(P, /obj/item/weapon/screwdriver))
- playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
- user << "You connect the monitor."
- new /mob/living/silicon/ai (loc, laws, brain)
- feedback_inc("cyborg_ais_created",1)
- qdel(src)
- return
+ if(istype(P, /obj/item/weapon/crowbar) && brain)
+ playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
+ user << "You remove the brain."
+ brain.forceMove(loc)
+ brain = null
+ icon_state = "3"
+ return
+
+ if(GLASS_CORE)
+ if(istype(P, /obj/item/weapon/crowbar))
+ playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
+ user << "You remove the glass panel."
+ state = CABLED_CORE
+ if(brain)
+ icon_state = "3b"
+ else
+ icon_state = "3"
+ new /obj/item/stack/sheet/rglass(loc, 2)
+ return
+
+ if(istype(P, /obj/item/weapon/screwdriver))
+ playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ user << "You connect the monitor."
+ new /mob/living/silicon/ai (loc, laws, brain)
+ feedback_inc("cyborg_ais_created",1)
+ qdel(src)
+ return
return ..()
/obj/structure/AIcore/deconstruct(disassembled = TRUE)
- if(state == 4)
+ if(state == GLASS_CORE)
new /obj/item/stack/sheet/rglass(loc, 2)
- if(state >= 3)
+ if(state >= CABLED_CORE)
new /obj/item/stack/cable_coil(loc, 5)
if(circuit)
circuit.forceMove(loc)
circuit = null
- new /obj/item/stack/sheet/plasteel( loc, 4)
+ new /obj/item/stack/sheet/plasteel(loc, 4)
qdel(src)
/obj/structure/AIcore/deactivated
@@ -219,24 +210,11 @@
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
- state = 20//So it doesn't interact based on the above. Not really necessary.
+ state = GLASS_CORE
/obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params)
- if(istype(A, /obj/item/device/aicard))//Is it?
+ if(istype(A, /obj/item/device/aicard) && state == GLASS_CORE)
A.transfer_ai("INACTIVE","AICARD",src,user)
- else if(istype(A, /obj/item/weapon/wrench))
- playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
- user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
- "You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...")
- switch(anchored)
- if(0)
- if(do_after(user, 20, target = src))
- user << "You fasten the core into place."
- anchored = 1
- if(1)
- if(do_after(user, 20, target = src))
- user << "You unfasten the core."
- anchored = 0
else
return ..()
@@ -248,7 +226,7 @@ That prevents a few funky behaviors.
//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
-atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
+/atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
if(istype(card))
if(card.flush)
user << "ERROR: AI flush is in progress, cannot execute transfer protocol."
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index 8e3fc4a8fff..492b9d022ae 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -18,6 +18,7 @@ var/list/ai_list = list()
icon_state = "ai"
anchored = 1
density = 1
+ canmove = 0
status_flags = CANSTUN|CANPUSH
a_intent = "harm" //so we always get pushed instead of trying to swap
force_compose = 1 //This ensures that the AI always composes it's own hear message. Needed for hrefs and job display.
@@ -80,12 +81,34 @@ var/list/ai_list = list()
/mob/living/silicon/ai/New(loc, datum/ai_laws/L, obj/item/device/mmi/B, safety = 0)
..()
+ if(!safety) //Only used by AIize() to successfully spawn an AI.
+ if(!B) //If there is no player/brain inside.
+ new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
+ qdel(src)//Delete AI.
+ return
+ else
+ if(B.brainmob.mind)
+ B.brainmob.mind.transfer_to(src)
+ rename_self("ai")
+ if(mind.special_role)
+ mind.store_memory("As an AI, you must obey your silicon laws above all else. Your objectives will consider you to be dead.")
+ src << "You have been installed as an AI! "
+ src << "You must obey your silicon laws above all else. Your objectives will consider you to be dead."
+
+ src << "You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras)."
+ src << "To look at other parts of the station, click on yourself to get a camera menu."
+ src << "While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc."
+ src << "To use something, simply click on it."
+ src << "Use say :b to speak to your cyborgs through binary."
+ src << "For department channels, use the following say commands:"
+ src << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
+ show_laws()
+ src << "These laws may be changed by other players, or by you being the traitor."
+
+ job = "AI"
+
rename_self("ai")
name = real_name
- anchored = 1
- canmove = 0
- density = 1
- loc = loc
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
@@ -116,31 +139,6 @@ var/list/ai_list = list()
/mob/living/silicon/ai/proc/toggle_camera_light, /mob/living/silicon/ai/proc/botcall,\
/mob/living/silicon/ai/proc/control_integrated_radio, /mob/living/silicon/ai/proc/set_automatic_say_channel)
- if(!safety)//Only used by AIize() to successfully spawn an AI.
- if (!B)//If there is no player/brain inside.
- new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
- qdel(src)//Delete AI.
- return
- else
- if (B.brainmob.mind)
- B.brainmob.mind.transfer_to(src)
- rename_self("ai")
- if(mind.special_role)
- mind.store_memory("As an AI, you must obey your silicon laws above all else. Your objectives will consider you to be dead.")
- src << "You have been installed as an AI! "
- src << "You must obey your silicon laws above all else. Your objectives will consider you to be dead."
-
- src << "You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras)."
- src << "To look at other parts of the station, click on yourself to get a camera menu."
- src << "While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc."
- src << "To use something, simply click on it."
- src << "Use say :b to speak to your cyborgs through binary."
- src << "For department channels, use the following say commands:"
- src << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
- show_laws()
- src << "These laws may be changed by other players, or by you being the traitor."
-
- job = "AI"
ai_list += src
shuttle_caller_list += src
@@ -333,7 +331,7 @@ var/list/ai_list = list()
return //won't work if dead
anchored = !anchored // Toggles the anchor
- src << "[anchored ? "You are now anchored." : "You are now unanchored."]"
+ src << "You are now [anchored ? "" : "un"]anchored."
// the message in the [] will change depending whether or not the AI is anchored
/mob/living/silicon/ai/update_canmove() //If the AI dies, mobs won't go through it anymore