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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-30 16:47:13 +01:00
what is a define
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@@ -1,3 +1,10 @@
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#define UNANCHORED_CORE 0
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#define ANCHORED_CORE 1
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#define CIRCUIT_CORE 2
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#define SCREWED_CORE 3
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#define CABLED_CORE 4
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#define GLASS_CORE 5
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/obj/structure/AIcore
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density = 1
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anchored = 0
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@@ -15,14 +22,14 @@
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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switch(state)
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if(0)
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if(UNANCHORED_CORE)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You start wrenching the frame into place...</span>"
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if(do_after(user, 20/P.toolspeed, target = src))
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user << "<span class='notice'>You wrench the frame into place.</span>"
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anchored = 1
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state = 1
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state = ANCHORED_CORE
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return
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if(istype(P, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = P
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@@ -32,48 +39,51 @@
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playsound(loc, 'sound/items/Welder.ogg', 50, 1)
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user << "<span class='notice'>You start to deconstruct the frame...</span>"
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if(do_after(user, 20/P.toolspeed, target = src))
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if(!src || !WT.remove_fuel(0, user)) return
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if(!src || !WT.remove_fuel(0, user))
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return
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user << "<span class='notice'>You deconstruct the frame.</span>"
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new /obj/item/stack/sheet/plasteel( loc, 4)
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qdel(src)
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return
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if(1)
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if(ANCHORED_CORE)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You start to unfasten the frame...</span>"
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if(do_after(user, 20/P.toolspeed, target = src))
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user << "<span class='notice'>You unfasten the frame.</span>"
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anchored = 0
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state = 0
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state = UNANCHORED_CORE
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return
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if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
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if(istype(P, /obj/item/weapon/circuitboard/aicore))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You place the circuit board inside the frame.</span>"
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icon_state = "1"
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state = CIRCUIT_CORE
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circuit = P
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P.loc = src
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P.forceMove(src)
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return
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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if(CIRCUIT_CORE)
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You screw the circuit board into place.</span>"
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state = 2
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state = SCREWED_CORE
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icon_state = "2"
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return
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if(istype(P, /obj/item/weapon/crowbar) && circuit)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the circuit board.</span>"
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state = 1
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state = ANCHORED_CORE
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icon_state = "0"
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circuit.loc = loc
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circuit.forceMove(loc)
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circuit = null
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return
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if(2)
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if(SCREWED_CORE)
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You unfasten the circuit board.</span>"
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state = 1
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state = CIRCUIT_CORE
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icon_state = "1"
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return
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if(istype(P, /obj/item/stack/cable_coil))
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@@ -81,23 +91,22 @@
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if(C.get_amount() >= 5)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You start to add cables to the frame...</span>"
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if(do_after(user, 20, target = src))
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if (C.get_amount() >= 5 && state == 2)
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C.use(5)
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user << "<span class='notice'>You add cables to the frame.</span>"
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state = 3
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icon_state = "3"
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if(do_after(user, 20, target = src) && C.get_amount() >= 5 && state == SCREWED_CORE)
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C.use(5)
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user << "<span class='notice'>You add cables to the frame.</span>"
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state = CABLED_CORE
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icon_state = "3"
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else
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user << "<span class='warning'>You need five lengths of cable to wire the AI core!</span>"
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return
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if(3)
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if(CABLED_CORE)
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if(istype(P, /obj/item/weapon/wirecutters))
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if (brain)
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user << "<span class='warning'>Get that brain out of there first!</span>"
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else
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
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user << "<span class='notice'>You remove the cables.</span>"
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state = 2
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state = SCREWED_CORE
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icon_state = "2"
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var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
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A.amount = 5
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@@ -108,12 +117,11 @@
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if(G.get_amount() >= 2)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You start to put in the glass panel...</span>"
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if(do_after(user, 20, target = src))
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if (G.get_amount() >= 2 && state == 3)
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G.use(2)
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user << "<span class='notice'>You put in the glass panel.</span>"
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state = 4
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icon_state = "4"
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if(do_after(user, 20, target = src) && G.get_amount() >= 2 && state == CABLED_CORE)
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G.use(2)
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user << "<span class='notice'>You put in the glass panel.</span>"
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state = GLASS_CORE
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icon_state = "4"
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else
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user << "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>"
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return
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@@ -136,15 +144,7 @@
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user << "<span class='warning'>Sticking an inactive brain into the frame would sort of defeat the purpose.</span>"
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return
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if((config) && (!config.allow_ai))
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user << "<span class='warning'>This MMI does not seem to fit!</span>"
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return
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if(jobban_isbanned(M.brainmob, "AI"))
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user << "<span class='warning'>This MMI does not seem to fit!</span>"
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return
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if(M.hacked || M.clockwork)
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if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
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user << "<span class='warning'>This MMI does not seem to fit!</span>"
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return
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@@ -171,12 +171,12 @@
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icon_state = "3"
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return
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if(4)
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if(GLASS_CORE)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the glass panel.</span>"
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state = 3
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if (brain)
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state = CABLED_CORE
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if(brain)
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icon_state = "3b"
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else
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icon_state = "3"
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@@ -197,7 +197,7 @@
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icon = 'icons/mob/AI.dmi'
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icon_state = "ai-empty"
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anchored = 1
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state = 20//So it doesn't interact based on the above. Not really necessary.
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state = GLASS_CORE
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/obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params)
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if(istype(A, /obj/item/device/aicard))//Is it?
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@@ -205,16 +205,10 @@
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else if(istype(A, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
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"<span class='notice'>You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...</span>")
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switch(anchored)
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if(0)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You fasten the core into place.</span>"
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anchored = 1
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if(1)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You unfasten the core.</span>"
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anchored = 0
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"<span class='notice'>You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...</span>")
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor.</span>"
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anchored = !anchored
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else
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return ..()
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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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