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Merge pull request #20856 from ChangelingRain/coreprocessidiocy
You can now deconstruct AI cores that contain no AI
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@@ -18,6 +18,7 @@ var/list/ai_list = list()
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icon_state = "ai"
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anchored = 1
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density = 1
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canmove = 0
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status_flags = CANSTUN|CANPUSH
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a_intent = "harm" //so we always get pushed instead of trying to swap
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force_compose = 1 //This ensures that the AI always composes it's own hear message. Needed for hrefs and job display.
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@@ -80,12 +81,34 @@ var/list/ai_list = list()
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/mob/living/silicon/ai/New(loc, datum/ai_laws/L, obj/item/device/mmi/B, safety = 0)
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..()
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if(!safety) //Only used by AIize() to successfully spawn an AI.
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if(!B) //If there is no player/brain inside.
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new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
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qdel(src)//Delete AI.
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return
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else
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if(B.brainmob.mind)
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B.brainmob.mind.transfer_to(src)
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rename_self("ai")
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if(mind.special_role)
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mind.store_memory("As an AI, you must obey your silicon laws above all else. Your objectives will consider you to be dead.")
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src << "<span class='userdanger'>You have been installed as an AI! </span>"
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src << "<span class='danger'>You must obey your silicon laws above all else. Your objectives will consider you to be dead.</span>"
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src << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
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src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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src << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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src << "To use something, simply click on it."
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src << "Use say :b to speak to your cyborgs through binary."
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src << "For department channels, use the following say commands:"
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src << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
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show_laws()
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src << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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job = "AI"
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rename_self("ai")
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name = real_name
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anchored = 1
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canmove = 0
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density = 1
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loc = loc
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
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@@ -116,31 +139,6 @@ var/list/ai_list = list()
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/mob/living/silicon/ai/proc/toggle_camera_light, /mob/living/silicon/ai/proc/botcall,\
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/mob/living/silicon/ai/proc/control_integrated_radio, /mob/living/silicon/ai/proc/set_automatic_say_channel)
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if(!safety)//Only used by AIize() to successfully spawn an AI.
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if (!B)//If there is no player/brain inside.
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new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
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qdel(src)//Delete AI.
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return
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else
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if (B.brainmob.mind)
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B.brainmob.mind.transfer_to(src)
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rename_self("ai")
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if(mind.special_role)
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mind.store_memory("As an AI, you must obey your silicon laws above all else. Your objectives will consider you to be dead.")
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src << "<span class='userdanger'>You have been installed as an AI! </span>"
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src << "<span class='danger'>You must obey your silicon laws above all else. Your objectives will consider you to be dead.</span>"
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src << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
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src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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src << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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src << "To use something, simply click on it."
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src << "Use say :b to speak to your cyborgs through binary."
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src << "For department channels, use the following say commands:"
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src << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
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show_laws()
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src << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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job = "AI"
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ai_list += src
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shuttle_caller_list += src
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@@ -333,7 +331,7 @@ var/list/ai_list = list()
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return //won't work if dead
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anchored = !anchored // Toggles the anchor
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src << "[anchored ? "<b>You are now anchored.</b>" : "<b>You are now unanchored.</b>"]"
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src << "<b>You are now [anchored ? "" : "un"]anchored.</b>"
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// the message in the [] will change depending whether or not the AI is anchored
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/mob/living/silicon/ai/update_canmove() //If the AI dies, mobs won't go through it anymore
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