Merge pull request #10589 from Chiefwaffles/Obsolete_AI_2016

Adds the Automated Announcement System
This commit is contained in:
Jordie
2015-07-29 17:14:02 +10:00
16 changed files with 248 additions and 10 deletions
@@ -6262,7 +6262,7 @@
"cqv" = (/turf/simulated/floor/plasteel{icon_state = "dark"},/area/aisat)
"cqw" = (/obj/machinery/door/airlock/hatch{name = "Teleporter Room"; req_access_txt = "17;65"},/turf/simulated/floor/plasteel{icon_state = "dark"},/area/aisat)
"cqx" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/wall/r_wall,/area/tcommsat/computer)
"cqy" = (/obj/machinery/light{dir = 1},/obj/machinery/atmospherics/components/unary/vent_scrubber{dir = 8; on = 1; scrub_N2O = 0; scrub_Toxins = 0},/turf/simulated/floor/plasteel,/area/tcommsat/computer)
"cqy" = (/obj/machinery/light{dir = 1},/obj/machinery/atmospherics/components/unary/vent_scrubber{dir = 8; on = 1; scrub_N2O = 0; scrub_Toxins = 0},/obj/machinery/announcement_system,/turf/simulated/floor/plasteel,/area/tcommsat/computer)
"cqz" = (/obj/structure/closet/crate/freezer,/obj/item/weapon/reagent_containers/blood/empty,/obj/item/weapon/reagent_containers/blood/empty{pixel_x = -3; pixel_y = -3},/obj/item/weapon/reagent_containers/blood/AMinus,/obj/item/weapon/reagent_containers/blood/BMinus{pixel_x = -4; pixel_y = 4},/obj/item/weapon/reagent_containers/blood/BPlus{pixel_x = 1; pixel_y = 2},/obj/item/weapon/reagent_containers/blood/OMinus,/obj/item/weapon/reagent_containers/blood/OPlus{pixel_x = -2; pixel_y = -1},/obj/item/weapon/reagent_containers/blood/random,/obj/item/weapon/reagent_containers/blood/random,/obj/item/weapon/reagent_containers/blood/random,/obj/machinery/atmospherics/components/unary/vent_scrubber{dir = 8; on = 1; scrub_N2O = 0; scrub_Toxins = 0},/turf/simulated/floor/plasteel{icon_state = "white"},/area/medical/virology)
"cqA" = (/obj/machinery/camera/emp_proof{c_tag = "Singularity West"; dir = 1; network = list("Singularity")},/turf/simulated/floor/plating/airless,/area/engine/engineering)
"cqB" = (/obj/machinery/camera/emp_proof{c_tag = "Singularity East"; dir = 1; network = list("Singularity")},/turf/simulated/floor/plating/airless,/area/engine/engineering)
@@ -6587,7 +6587,7 @@
"cwI" = (/obj/structure/table,/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/turf/simulated/floor/plasteel{icon_state = "showroomfloor"},/area/security/brig)
"cwJ" = (/obj/machinery/camera{c_tag = "Brig Evidence Storage"; dir = 1},/obj/machinery/light,/obj/structure/table,/obj/item/weapon/hand_labeler,/turf/simulated/floor/plasteel{icon_state = "showroomfloor"},/area/security/brig)
"cwK" = (/obj/structure/sign/securearea{desc = "A warning sign which reads 'RADIOACTIVE AREA'"; icon_state = "radiation"; name = "RADIOACTIVE AREA"; pixel_x = 0; pixel_y = 0},/turf/simulated/wall,/area/engine/engineering)
(1,1,1) = {"
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
+1
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@@ -390,6 +390,7 @@ var/datum/subsystem/job/SSjob
else //We ran out of spare locker spawns!
break
/datum/subsystem/job/proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
if(!config.load_jobs_from_txt)
return 0
@@ -302,4 +302,4 @@
text += "<br>"
world << text
return 1
return 1
+2
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@@ -89,3 +89,5 @@ Head of Personnel
//Equip ID box & telebaton
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
announce_head(H.mind, list("Supply", "Service")) //tell underlings (suuply/service) they have a head
+2
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@@ -41,6 +41,8 @@ Chief Engineer
//Equip telebaton
H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
announce_head(H.mind, list("Engineering")) //tell underlings (engineering radio) they have a head
/*
Station Engineer
*/
+7 -1
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@@ -167,4 +167,10 @@
return max(0, minimal_player_age - C.player_age)
/datum/job/proc/config_check()
return 1
return 1
/datum/job/proc/announce_head(var/datum/mind/o_mind, var/channels) //tells the given channel that the given mind is the new department head. See communications.dm for valid channels.
spawn(4) //to allow some initialization
if(announcement_systems.len)
var/obj/machinery/announcement_system/announcer = pick(announcement_systems)
announcer.announce("NEWHEAD", o_mind.name, o_mind.assigned_role, channels)
+2
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@@ -35,6 +35,8 @@ Chief Medical Officer
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
announce_head(H.mind, list("Medical")) //tell underlings (medical radio) they have a head
/*
Medical Doctor
*/
+2
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@@ -37,6 +37,8 @@ Research Director
H.equip_to_slot_or_del(new /obj/item/device/laser_pointer(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
announce_head(H.mind, list("Science")) //tell underlings (science radio) they have a head
/*
Scientist
*/
+2
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@@ -52,6 +52,8 @@ Head of Security
L.implanted = 1
H.sec_hud_set_implants()
announce_head(H.mind, list("Security")) //tell underlings (security radio) they have a head
/*
Warden
*/
+196
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@@ -0,0 +1,196 @@
var/list/announcement_systems = list()
/obj/machinery/announcement_system
density = 1
anchored = 1
name = "\improper Automated Announcement System"
desc = "An automated announcement system that handles minor announcements over the radio."
icon = 'icons/obj/machines/telecomms.dmi'
icon_state = "AAS_On"
var/obj/item/device/radio/headset/radio
verb_say = "coldly states"
verb_ask = "queries"
verb_exclaim = "alarms"
var/broken = 0
idle_power_usage = 20
active_power_usage = 50
var/arrival = "%PERSON has signed up as %RANK"
var/arrivalToggle = 1
var/newhead = "%PERSON, %RANK, is the department head."
var/newheadToggle = 1
var/greenlight = "Light_Green"
var/pinklight = "Light_Pink"
var/errorlight = "Error_Red"
/obj/machinery/announcement_system/New()
..()
announcement_systems += src
radio = new /obj/item/device/radio/headset/ai(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/announcement_system(null)
component_parts += new /obj/item/stack/cable_coil(null, 2)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
RefreshParts()
update_icon()
/obj/machinery/announcement_system/update_icon()
if(is_operational())
icon_state = (panel_open ? "AAS_On_Open" : "AAS_On")
else
icon_state = (panel_open ? "AAS_Off_Open" : "AAS_Off")
overlays.Cut()
if(arrivalToggle)
overlays |= greenlight
else
overlays -= greenlight
if(newheadToggle)
overlays |= pinklight
else
overlays -= pinklight
if(broken)
overlays |= errorlight
else
overlays -= errorlight
/obj/machinery/announcement_system/Destroy()
announcement_systems -= src //"OH GOD WHY ARE THERE 100,000 LISTED ANNOUNCEMENT SYSTEMS?!!"
/obj/machinery/announcement_system/power_change()
..()
update_icon()
/obj/machinery/announcement_system/attackby(obj/item/P, mob/user, params)
if(istype(P, /obj/item/weapon/screwdriver))
if(!panel_open)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You open the maintenance hatch of [src].</span>"
panel_open = 1
else
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You close the maintenance hatch of [src].</span>"
panel_open = 0
update_icon()
return
if(panel_open)
default_deconstruction_crowbar(P)
if(istype(P, /obj/item/device/multitool) && broken)
user << "<span class='notice'>You reset [src]'s firmware.</span>"
broken = 0
update_icon()
/obj/machinery/announcement_system/attack_hand(mob/user)
if(can_be_used_by(user))
Interact(user)
/obj/machinery/announcement_system/proc/CompileText(str, user, rank) //replaces user-given variables with actual thingies.
str = replacetext(str, "%PERSON", "[user]")
str = replacetext(str, "%RANK", "[rank]")
return str
/obj/machinery/announcement_system/proc/announce(message_type, user, rank, list/channels)
if(!is_operational())
return
var/message
if(message_type == "ARRIVAL" && arrivalToggle)
message = CompileText(arrival, user, rank)
else if(message_type == "NEWHEAD" && newheadToggle)
message = CompileText(newhead, user, rank)
if(channels.len == 0)
radio.talk_into(src, message, null, list(SPAN_ROBOT))
else
for(var/channel in channels)
radio.talk_into(src, message, channel, list(SPAN_ROBOT))
//config stuff
/obj/machinery/announcement_system/proc/Interact(mob/user)
if(!can_be_used_by(user))
return
if(broken)
visible_message("<span class='warning'>[src] buzzes.</span>", "<span class='italics'>You hear a faint buzz.</span>")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 1)
return
var/contents = "Arrival Announcement: <A href='?src=\ref[src];ArrivalT-Topic=1'>([(arrivalToggle ? "On" : "Off")])</a><br>\n<A href='?src=\ref[src];ArrivalTopic=1'>[arrival]</a><br><br>\n"
contents += "Departmental Head Announcement: <A href='?src=\ref[src];NewheadT-Topic=1'>([(newheadToggle ? "On" : "Off")])</a><br>\n<A href='?src=\ref[src];NewheadTopic=1'>[newhead]</a><br><br>\n"
var/datum/browser/popup = new(user, "announcement_config", "Automated Announcement Configuration", 370, 220)
popup.set_content(contents)
popup.open()
/obj/machinery/announcement_system/Topic(href, href_list)
if(!can_be_used_by(usr) || usr.lying || usr.stat || usr.stunned)
return
if(broken)
visible_message("<span class='warning'>[src] buzzes.</span>", "<span class='italics'>You hear a faint buzz.</span>")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 1)
return
if(href_list["ArrivalTopic"])
var/NewMessage = stripped_input(usr, "Enter in the arrivals announcement configuration.", "Arrivals Announcement Config", arrival)
if(!in_range(src, usr) && src.loc != usr && !isAI(usr))
return
if(NewMessage)
arrival = NewMessage
else if(href_list["NewheadTopic"])
var/NewMessage = stripped_input(usr, "Enter in the departmental head announcement configuration.", "Head Departmental Announcement Config", newhead)
if(!in_range(src, usr) && src.loc != usr && !isAI(usr))
return
if(NewMessage)
newhead = NewMessage
else if(href_list["NewheadT-Topic"])
newheadToggle = !newheadToggle
update_icon()
else if(href_list["ArrivalT-Topic"])
arrivalToggle = !arrivalToggle
update_icon()
add_fingerprint(usr)
Interact(usr)
return
/obj/machinery/announcement_system/attack_ai(mob/living/silicon/ai/user)
if(!isAI(user))
return
if(broken)
user << "<span class='warning'>[src]'s firmware appears to be malfunctioning!</span>"
return
Interact(user)
/obj/machinery/announcement_system/proc/act_up() //does funny breakage stuff
broken = 1
update_icon()
arrival = pick("#!@%ERR-34%2 CANNOT LOCAT@# JO# F*LE!", "CRITICAL ERROR 99.", "ERR)#: DA#AB@#E NOT F(*ND!")
newhead = pick("OV#RL()D: \[UNKNOWN??\] DET*#CT)D!", "ER)#R - B*@ TEXT F*O(ND!", "AAS.exe is not responding. NanoOS is searching for a solution to the problem.")
/obj/machinery/announcement_system/emp_act(severity)
if(stat & (NOPOWER|BROKEN))
..(severity)
return
act_up()
..(severity)
/obj/machinery/announcement_system/emag_act()
..()
emagged = 1
act_up()
@@ -254,6 +254,15 @@ to destroy them and players will be able to make replacements.
user << "<span class='notice'>You set the board to [names_paths[build_path]].</span>"
req_components = list(text2path("/obj/item/weapon/vending_refill/[copytext("[build_path]", 24)]") = 3) //Never before has i used a method as horrible as this one, im so sorry
/obj/item/weapon/circuitboard/announcement_system
name = "circuit board (Announcement System)"
build_path = /obj/machinery/announcement_system
board_type = "machine"
origin_tech = "programming=3;bluespace=2"
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/weapon/stock_parts/console_screen = 1)
/obj/item/weapon/circuitboard/smes
name = "circuit board (SMES)"
build_path = /obj/machinery/power/smes
+3 -6
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@@ -300,14 +300,11 @@
/mob/new_player/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
var/ailist[] = list()
for (var/mob/living/silicon/ai/A in living_mob_list)
ailist += A
if (ailist.len)
var/mob/living/silicon/ai/announcer = pick(ailist)
if(announcement_systems.len)
if(character.mind)
if((character.mind.assigned_role != "Cyborg") && (character.mind.assigned_role != character.mind.special_role))
announcer.say("[announcer.radiomod] [character.real_name] has signed up as [rank].")
var/obj/machinery/announcement_system/announcer = pick(announcement_systems)
announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
/mob/new_player/proc/LateChoices()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
@@ -12,6 +12,16 @@
build_path = /obj/item/weapon/circuitboard/smes
category = list ("Engineering Machinery")
/datum/design/announcement_system
name = "Machine Design (Automated Announcement System Board)"
desc = "The circuit board for an automated announcement system."
id = "automated_announcement"
req_tech = list("programming" = 3, "bluespace" = 2)
build_type = IMPRINTER
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/announcement_system
category = list("Subspace Telecomms")
/datum/design/turbine_computer
name = "Computer Design (Power Turbine Console Board)"
desc = "The circuit board for a power turbine console."
@@ -0,0 +1,8 @@
author: Chiefwaffles
delete-after: True
changes:
- rscadd: "After realizing how often AIs tend to 'disappear', Central Command has authorized the shipment of the Automated Announcement System to take over the AI's responsibility of announcing new arrivals."
- rscadd: "In addition, users are able to configure the messages to their liking. Early testing has shown that this feature may be vulnerable to malicious external elements!"
- rscadd: "The station's R&D software has been updated so it can now succesfully create its own prototype AAS board once the prerequisite levels have been met."
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@@ -381,6 +381,7 @@
#include "code\game\machinery\ai_slipper.dm"
#include "code\game\machinery\airlock_control.dm"
#include "code\game\machinery\alarm.dm"
#include "code\game\machinery\announcement_system.dm"
#include "code\game\machinery\atmo_control.dm"
#include "code\game\machinery\autolathe.dm"
#include "code\game\machinery\Beacon.dm"