Merge pull request #20856 from ChangelingRain/coreprocessidiocy

You can now deconstruct AI cores that contain no AI
This commit is contained in:
Razharas
2016-10-11 18:39:12 +04:00
committed by GitHub
2 changed files with 182 additions and 206 deletions
+28 -30
View File
@@ -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 << "<span class='userdanger'>You have been installed as an AI! </span>"
src << "<span class='danger'>You must obey your silicon laws above all else. Your objectives will consider you to be dead.</span>"
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>"
src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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>"
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 << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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 << "<span class='userdanger'>You have been installed as an AI! </span>"
src << "<span class='danger'>You must obey your silicon laws above all else. Your objectives will consider you to be dead.</span>"
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>"
src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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>"
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 << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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 ? "<b>You are now anchored.</b>" : "<b>You are now unanchored.</b>"]"
src << "<b>You are now [anchored ? "" : "un"]anchored.</b>"
// 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