diff --git a/code/game/objects/structures/ai_core.dm b/code/game/objects/structures/ai_core.dm
index e1bcccebac1..be7b970ff3c 100644
--- a/code/game/objects/structures/ai_core.dm
+++ b/code/game/objects/structures/ai_core.dm
@@ -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 << "You start wrenching the frame into place..."
if(do_after(user, 20/P.toolspeed, target = src))
user << "You wrench the frame into place."
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 << "You start to deconstruct the frame..."
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 << "You deconstruct the frame."
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 << "You start to unfasten the frame..."
if(do_after(user, 20/P.toolspeed, target = src))
user << "You unfasten the frame."
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 << "You place the circuit board inside the frame."
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 << "You screw the circuit board into place."
- 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 << "You remove the circuit board."
- 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 << "You unfasten the circuit board."
- 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 << "You start to add cables to the frame..."
- if(do_after(user, 20, target = src))
- if (C.get_amount() >= 5 && state == 2)
- C.use(5)
- user << "You add cables to the frame."
- state = 3
- icon_state = "3"
+ if(do_after(user, 20, target = src) && C.get_amount() >= 5 && state == SCREWED_CORE)
+ C.use(5)
+ user << "You add cables to the frame."
+ state = CABLED_CORE
+ icon_state = "3"
else
user << "You need five lengths of cable to wire the AI core!"
return
- if(3)
+ if(CABLED_CORE)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
user << "Get that brain out of there first!"
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "You remove the cables."
- 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 << "You start to put in the glass panel..."
- if(do_after(user, 20, target = src))
- if (G.get_amount() >= 2 && state == 3)
- G.use(2)
- user << "You put in the glass panel."
- state = 4
- icon_state = "4"
+ if(do_after(user, 20, target = src) && G.get_amount() >= 2 && state == CABLED_CORE)
+ G.use(2)
+ user << "You put in the glass panel."
+ state = GLASS_CORE
+ icon_state = "4"
else
user << "You need two sheets of reinforced glass to insert them into the AI core!"
return
@@ -136,15 +144,7 @@
user << "Sticking an inactive brain into the frame would sort of defeat the purpose."
return
- if((config) && (!config.allow_ai))
- user << "This MMI does not seem to fit!"
- return
-
- if(jobban_isbanned(M.brainmob, "AI"))
- user << "This MMI does not seem to fit!"
- return
-
- if(M.hacked || M.clockwork)
+ if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
user << "This MMI does not seem to fit!"
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 << "You remove the glass panel."
- 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].", \
- "You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...")
- switch(anchored)
- if(0)
- if(do_after(user, 20, target = src))
- user << "You fasten the core into place."
- anchored = 1
- if(1)
- if(do_after(user, 20, target = src))
- user << "You unfasten the core."
- anchored = 0
+ "You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...")
+ if(do_after(user, 20, target = src))
+ user << "You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor."
+ anchored = !anchored
else
return ..()
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index d778554cc8d..df81f069e87 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -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 << "You have been installed as an AI! "
+ src << "You must obey your silicon laws above all else. Your objectives will consider you to be dead."
+
+ src << "You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras)."
+ src << "To look at other parts of the station, click on yourself to get a camera menu."
+ src << "While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc."
+ 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 << "These laws may be changed by other players, or by you being the traitor."
+
+ 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 << "You have been installed as an AI! "
- src << "You must obey your silicon laws above all else. Your objectives will consider you to be dead."
-
- src << "You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras)."
- src << "To look at other parts of the station, click on yourself to get a camera menu."
- src << "While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc."
- 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 << "These laws may be changed by other players, or by you being the traitor."
-
- 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 ? "You are now anchored." : "You are now unanchored."]"
+ src << "You are now [anchored ? "" : "un"]anchored."
// 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