#define EMPTY_CORE 0 #define CIRCUIT_CORE 1 #define SCREWED_CORE 2 #define CABLED_CORE 3 #define GLASS_CORE 4 /obj/structure/AIcore density = 1 anchored = 0 name = "\improper AI core" icon = 'icons/mob/AI.dmi' icon_state = "0" obj_integrity = 500 max_integrity = 500 var/state = 0 var/datum/ai_laws/laws = new() var/obj/item/weapon/circuitboard/circuit = null var/obj/item/device/mmi/brain = null /obj/structure/AIcore/New() ..() laws.set_laws_config() /obj/structure/AIcore/Destroy() if(circuit) qdel(circuit) circuit = null if(brain) brain.forceMove(loc) brain = null return ..() /obj/structure/AIcore/attackby(obj/item/P, mob/user, params) if(istype(P, /obj/item/weapon/wrench)) playsound(loc, 'sound/items/Ratchet.ogg', 50, 1) user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \ "You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...") if(do_after(user, 20/P.toolspeed, target = src)) user << "You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor." anchored = !anchored return if(!anchored) if(istype(P, /obj/item/weapon/weldingtool)) if(state != EMPTY_CORE) user << "The core must be empty to deconstruct it!" return var/obj/item/weapon/weldingtool/WT = P if(!WT.isOn()) user << "The welder must be on for this task!" return playsound(loc, 'sound/items/Welder.ogg', 50, 1) user << "You start to deconstruct the frame..." if(do_after(user, 20/P.toolspeed, target = src) && src && state == EMPTY_CORE && WT && WT.remove_fuel(0, user)) user << "You deconstruct the frame." deconstruct(TRUE) return else switch(state) if(EMPTY_CORE) 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.forceMove(src) return 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 = SCREWED_CORE icon_state = "2" return if(istype(P, /obj/item/weapon/crowbar)) playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) user << "You remove the circuit board." state = EMPTY_CORE icon_state = "0" circuit.forceMove(loc) circuit = null return 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 = CIRCUIT_CORE icon_state = "1" return if(istype(P, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = P 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) && 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(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 = SCREWED_CORE icon_state = "2" var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc ) A.amount = 5 return if(istype(P, /obj/item/stack/sheet/rglass)) var/obj/item/stack/sheet/rglass/G = P 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) && 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 if(istype(P, /obj/item/weapon/aiModule)) var/obj/item/weapon/aiModule/module = P module.install(laws, user) return if(istype(P, /obj/item/device/mmi) && !brain) var/obj/item/device/mmi/M = P if(!M.brainmob) user << "Sticking an empty MMI into the frame would sort of defeat the purpose!" return if(M.brainmob.stat == DEAD) user << "Sticking a dead brain into the frame would sort of defeat the purpose!" return if(!M.brainmob.client) user << "Sticking an inactive brain into the frame would sort of defeat the purpose." return if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork) user << "This MMI does not seem to fit!" return if(!M.brainmob.mind) user << "This MMI is mindless!" return if(!user.drop_item()) return ticker.mode.remove_antag_for_borging(M.brainmob.mind) remove_servant_of_ratvar(M, TRUE) M.forceMove(src) brain = M user << "Added a brain." icon_state = "3b" return if(istype(P, /obj/item/weapon/crowbar) && brain) playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) user << "You remove the brain." brain.forceMove(loc) brain = null icon_state = "3" return 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 = CABLED_CORE if(brain) icon_state = "3b" else icon_state = "3" new /obj/item/stack/sheet/rglass(loc, 2) return if(istype(P, /obj/item/weapon/screwdriver)) playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "You connect the monitor." new /mob/living/silicon/ai (loc, laws, brain) feedback_inc("cyborg_ais_created",1) qdel(src) return return ..() /obj/structure/AIcore/deconstruct(disassembled = TRUE) if(state == GLASS_CORE) new /obj/item/stack/sheet/rglass(loc, 2) if(state >= CABLED_CORE) new /obj/item/stack/cable_coil(loc, 5) if(circuit) circuit.forceMove(loc) circuit = null new /obj/item/stack/sheet/plasteel(loc, 4) qdel(src) /obj/structure/AIcore/deactivated name = "inactive AI" icon = 'icons/mob/AI.dmi' icon_state = "ai-empty" anchored = 1 state = GLASS_CORE /obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params) if(istype(A, /obj/item/device/aicard) && state == GLASS_CORE) A.transfer_ai("INACTIVE","AICARD",src,user) else return ..() /* This is a good place for AI-related object verbs so I'm sticking it here. If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location. That prevents a few funky behaviors. */ //The type of interaction, the player performing the operation, the AI itself, and the card object, if any. /atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card) if(istype(card)) if(card.flush) user << "ERROR: AI flush is in progress, cannot execute transfer protocol." return 0 return 1 /obj/structure/AIcore/deactivated/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card) if(!..()) return //Transferring a carded AI to a core. if(interaction == AI_TRANS_FROM_CARD) AI.control_disabled = 0 AI.radio_enabled = 1 AI.forceMove(loc) // to replace the terminal. AI << "You have been uploaded to a stationary terminal. Remote device connection restored." user << "Transfer successful: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed." card.AI = null qdel(src) else //If for some reason you use an empty card on an empty AI terminal. user << "There is no AI loaded on this terminal!" /obj/item/weapon/circuitboard/aicore name = "circuit board (AI core)" origin_tech = "programming=3"