what is a define

This commit is contained in:
Joan Lung
2016-10-07 18:01:56 -04:00
parent ff607fb2eb
commit fccd45e279
2 changed files with 73 additions and 81 deletions
+45 -51
View File
@@ -1,3 +1,10 @@
#define UNANCHORED_CORE 0
#define ANCHORED_CORE 1
#define CIRCUIT_CORE 2
#define SCREWED_CORE 3
#define CABLED_CORE 4
#define GLASS_CORE 5
/obj/structure/AIcore
density = 1
anchored = 0
@@ -15,14 +22,14 @@
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
switch(state)
if(0)
if(UNANCHORED_CORE)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You start wrenching the frame into place...</span>"
if(do_after(user, 20/P.toolspeed, target = src))
user << "<span class='notice'>You wrench the frame into place.</span>"
anchored = 1
state = 1
state = ANCHORED_CORE
return
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
@@ -32,48 +39,51 @@
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
user << "<span class='notice'>You start to deconstruct the frame...</span>"
if(do_after(user, 20/P.toolspeed, target = src))
if(!src || !WT.remove_fuel(0, user)) return
if(!src || !WT.remove_fuel(0, user))
return
user << "<span class='notice'>You deconstruct the frame.</span>"
new /obj/item/stack/sheet/plasteel( loc, 4)
qdel(src)
return
if(1)
if(ANCHORED_CORE)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You start to unfasten the frame...</span>"
if(do_after(user, 20/P.toolspeed, target = src))
user << "<span class='notice'>You unfasten the frame.</span>"
anchored = 0
state = 0
state = UNANCHORED_CORE
return
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
if(istype(P, /obj/item/weapon/circuitboard/aicore))
if(!user.drop_item())
return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
icon_state = "1"
state = CIRCUIT_CORE
circuit = P
P.loc = src
P.forceMove(src)
return
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
if(CIRCUIT_CORE)
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
state = 2
state = SCREWED_CORE
icon_state = "2"
return
if(istype(P, /obj/item/weapon/crowbar) && circuit)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
state = 1
state = ANCHORED_CORE
icon_state = "0"
circuit.loc = loc
circuit.forceMove(loc)
circuit = null
return
if(2)
if(SCREWED_CORE)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
state = 1
state = CIRCUIT_CORE
icon_state = "1"
return
if(istype(P, /obj/item/stack/cable_coil))
@@ -81,23 +91,22 @@
if(C.get_amount() >= 5)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to add cables to the frame...</span>"
if(do_after(user, 20, target = src))
if (C.get_amount() >= 5 && state == 2)
C.use(5)
user << "<span class='notice'>You add cables to the frame.</span>"
state = 3
icon_state = "3"
if(do_after(user, 20, target = src) && C.get_amount() >= 5 && state == SCREWED_CORE)
C.use(5)
user << "<span class='notice'>You add cables to the frame.</span>"
state = CABLED_CORE
icon_state = "3"
else
user << "<span class='warning'>You need five lengths of cable to wire the AI core!</span>"
return
if(3)
if(CABLED_CORE)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
user << "<span class='warning'>Get that brain out of there first!</span>"
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
state = SCREWED_CORE
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
@@ -108,12 +117,11 @@
if(G.get_amount() >= 2)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel...</span>"
if(do_after(user, 20, target = src))
if (G.get_amount() >= 2 && state == 3)
G.use(2)
user << "<span class='notice'>You put in the glass panel.</span>"
state = 4
icon_state = "4"
if(do_after(user, 20, target = src) && G.get_amount() >= 2 && state == CABLED_CORE)
G.use(2)
user << "<span class='notice'>You put in the glass panel.</span>"
state = GLASS_CORE
icon_state = "4"
else
user << "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>"
return
@@ -136,15 +144,7 @@
user << "<span class='warning'>Sticking an inactive brain into the frame would sort of defeat the purpose.</span>"
return
if((config) && (!config.allow_ai))
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
if(jobban_isbanned(M.brainmob, "AI"))
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
if(M.hacked || M.clockwork)
if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
@@ -171,12 +171,12 @@
icon_state = "3"
return
if(4)
if(GLASS_CORE)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
state = 3
if (brain)
state = CABLED_CORE
if(brain)
icon_state = "3b"
else
icon_state = "3"
@@ -197,7 +197,7 @@
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?
@@ -205,16 +205,10 @@
else if(istype(A, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
"<span class='notice'>You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...</span>")
switch(anchored)
if(0)
if(do_after(user, 20, target = src))
user << "<span class='notice'>You fasten the core into place.</span>"
anchored = 1
if(1)
if(do_after(user, 20, target = src))
user << "<span class='notice'>You unfasten the core.</span>"
anchored = 0
"<span class='notice'>You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...</span>")
if(do_after(user, 20, target = src))
user << "<span class='notice'>You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor.</span>"
anchored = !anchored
else
return ..()
+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