/obj/structure/ai_core density = TRUE anchored = FALSE name = "\improper AI core" icon = 'icons/mob/ai.dmi' icon_state = "0" desc = "The framework for an artificial intelligence core." max_integrity = 500 var/state = EMPTY_CORE var/datum/ai_laws/laws var/obj/item/circuitboard/aicore/circuit var/obj/item/mmi/brain var/can_deconstruct = TRUE /obj/structure/ai_core/Initialize(mapload) . = ..() laws = new laws.set_laws_config() /obj/structure/ai_core/handle_atom_del(atom/A) if(A == circuit) circuit = null if((state != GLASS_CORE) && (state != AI_READY_CORE)) state = EMPTY_CORE update_appearance() if(A == brain) brain = null return ..() /obj/structure/ai_core/Destroy() QDEL_NULL(circuit) QDEL_NULL(brain) QDEL_NULL(laws) return ..() /obj/structure/ai_core/deactivated name = "inactive AI" icon_state = "ai-empty" anchored = TRUE state = AI_READY_CORE /obj/structure/ai_core/deactivated/Initialize(mapload) . = ..() circuit = new(src) /obj/structure/ai_core/latejoin_inactive name = "networked AI core" desc = "This AI core is connected by bluespace transmitters to NTNet, allowing for an AI personality to be downloaded to it on the fly mid-shift." can_deconstruct = FALSE icon_state = "ai-empty" anchored = TRUE state = AI_READY_CORE var/available = TRUE var/safety_checks = TRUE var/active = TRUE /obj/structure/ai_core/latejoin_inactive/Initialize(mapload) . = ..() circuit = new(src) GLOB.latejoin_ai_cores += src /obj/structure/ai_core/latejoin_inactive/Destroy() GLOB.latejoin_ai_cores -= src return ..() /obj/structure/ai_core/latejoin_inactive/examine(mob/user) . = ..() . += "Its transmitter seems to be [active? "on" : "off"]." . += span_notice("You could [active? "deactivate" : "activate"] it with a multitool.") /obj/structure/ai_core/latejoin_inactive/proc/is_available() //If people still manage to use this feature to spawn-kill AI latejoins ahelp them. if(!available) return FALSE if(!safety_checks) return TRUE if(!active) return FALSE var/turf/T = get_turf(src) var/area/A = get_area(src) if(!(A.area_flags & BLOBS_ALLOWED)) return FALSE if(!A.power_equip) return FALSE if(!SSmapping.level_trait(T.z,ZTRAIT_STATION)) return FALSE if(!istype(T, /turf/open/floor)) return FALSE return TRUE /obj/structure/ai_core/latejoin_inactive/attackby(obj/item/P, mob/user, params) if(P.tool_behaviour == TOOL_MULTITOOL) active = !active to_chat(user, span_notice("You [active? "activate" : "deactivate"] \the [src]'s transmitters.")) return return ..() /obj/structure/ai_core/attackby(obj/item/P, mob/user, params) if(P.tool_behaviour == TOOL_WRENCH) return default_unfasten_wrench(user, P, 20) if(!anchored) if(P.tool_behaviour == TOOL_WELDER && can_deconstruct) if(state != EMPTY_CORE) to_chat(user, span_warning("The core must be empty to deconstruct it!")) return if(!P.tool_start_check(user, amount=0)) return to_chat(user, span_notice("You start to deconstruct the frame...")) if(P.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE) to_chat(user, span_notice("You deconstruct the frame.")) deconstruct(TRUE) return else switch(state) if(EMPTY_CORE) if(istype(P, /obj/item/circuitboard/aicore)) if(!user.transferItemToLoc(P, src)) return playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) to_chat(user, span_notice("You place the circuit board inside the frame.")) update_appearance() state = CIRCUIT_CORE circuit = P return if(CIRCUIT_CORE) if(P.tool_behaviour == TOOL_SCREWDRIVER) P.play_tool_sound(src) to_chat(user, span_notice("You screw the circuit board into place.")) state = SCREWED_CORE update_appearance() return if(P.tool_behaviour == TOOL_CROWBAR) P.play_tool_sound(src) to_chat(user, span_notice("You remove the circuit board.")) state = EMPTY_CORE update_appearance() circuit.forceMove(loc) circuit = null return if(SCREWED_CORE) if(P.tool_behaviour == TOOL_SCREWDRIVER && circuit) P.play_tool_sound(src) to_chat(user, span_notice("You unfasten the circuit board.")) state = CIRCUIT_CORE update_appearance() 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, TRUE) to_chat(user, span_notice("You start to add cables to the frame...")) if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5)) to_chat(user, span_notice("You add cables to the frame.")) state = CABLED_CORE update_appearance() else to_chat(user, span_warning("You need five lengths of cable to wire the AI core!")) return if(CABLED_CORE) if(P.tool_behaviour == TOOL_WIRECUTTER) if(brain) to_chat(user, span_warning("Get that [brain.name] out of there first!")) else P.play_tool_sound(src) to_chat(user, span_notice("You remove the cables.")) state = SCREWED_CORE update_appearance() new /obj/item/stack/cable_coil(drop_location(), 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, TRUE) to_chat(user, span_notice("You start to put in the glass panel...")) if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2)) to_chat(user, span_notice("You put in the glass panel.")) state = GLASS_CORE update_appearance() else to_chat(user, span_warning("You need two sheets of reinforced glass to insert them into the AI core!")) return if(istype(P, /obj/item/ai_module)) if(brain && brain.laws.id != DEFAULT_AI_LAWID) to_chat(user, span_warning("The installed [brain.name] already has set laws!")) return var/obj/item/ai_module/module = P module.install(laws, user) return if(istype(P, /obj/item/mmi) && !brain) var/obj/item/mmi/M = P if(!M.brain_check(user)) return var/mob/living/brain/B = M.brainmob if(!CONFIG_GET(flag/allow_ai) || (is_banned_from(B.ckey, "AI") && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user))) if(!QDELETED(M)) to_chat(user, span_warning("This [M.name] does not seem to fit!")) return if(!user.transferItemToLoc(M,src)) return brain = M to_chat(user, span_notice("You add [M.name] to the frame.")) update_appearance() return if(P.tool_behaviour == TOOL_CROWBAR && brain) P.play_tool_sound(src) to_chat(user, span_notice("You remove the brain.")) brain.forceMove(loc) brain = null update_appearance() return if(GLASS_CORE) if(P.tool_behaviour == TOOL_CROWBAR) P.play_tool_sound(src) to_chat(user, span_notice("You remove the glass panel.")) state = CABLED_CORE update_appearance() new /obj/item/stack/sheet/rglass(loc, 2) return if(P.tool_behaviour == TOOL_SCREWDRIVER) P.play_tool_sound(src) to_chat(user, span_notice("You connect the monitor.")) if(brain) var/mob/living/brain/B = brain.brainmob B.mind?.remove_antags_for_borging() var/mob/living/silicon/ai/A = null if (brain.overrides_aicore_laws) A = new /mob/living/silicon/ai(loc, brain.laws, B) brain.laws = null //Brain's law datum is being donated, so we need the brain to let it go or the GC will eat it else A = new /mob/living/silicon/ai(loc, laws, B) laws = null //we're giving the new AI this datum, so let's not delete it when we qdel(src) 5 lines from now if(brain.force_replace_ai_name) A.fully_replace_character_name(A.name, brain.replacement_ai_name()) SSblackbox.record_feedback("amount", "ais_created", 1) deadchat_broadcast(" has been brought online at [get_area_name(A, TRUE)].", span_name("[A]"), follow_target=A, message_type=DEADCHAT_ANNOUNCEMENT) qdel(src) else state = AI_READY_CORE update_appearance() return if(AI_READY_CORE) if(istype(P, /obj/item/aicard)) return //handled by /obj/structure/ai_core/transfer_ai() if(P.tool_behaviour == TOOL_SCREWDRIVER) P.play_tool_sound(src) to_chat(user, span_notice("You disconnect the monitor.")) state = GLASS_CORE update_appearance() return return ..() /obj/structure/ai_core/update_icon_state() switch(state) if(EMPTY_CORE) icon_state = "0" if(CIRCUIT_CORE) icon_state = "1" if(SCREWED_CORE) icon_state = "2" if(CABLED_CORE) if(brain) icon_state = "3b" else icon_state = "3" if(GLASS_CORE) icon_state = "4" if(AI_READY_CORE) icon_state = "ai-empty" return ..() /obj/structure/ai_core/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) /* 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/aicard/card) if(istype(card)) if(card.flush) to_chat(user, span_alert("ERROR: AI flush is in progress, cannot execute transfer protocol.")) return FALSE return TRUE /obj/structure/ai_core/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card) if(state != AI_READY_CORE || !..()) return //Transferring a carded AI to a core. if(interaction == AI_TRANS_FROM_CARD) AI.control_disabled = FALSE AI.radio_enabled = TRUE AI.forceMove(loc) // to replace the terminal. to_chat(AI, span_notice("You have been uploaded to a stationary terminal. Remote device connection restored.")) to_chat(user, "[span_boldnotice("Transfer successful")]: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.") card.AI = null AI.battery = circuit.battery qdel(src) else //If for some reason you use an empty card on an empty AI terminal. to_chat(user, span_alert("There is no AI loaded on this terminal.")) /obj/item/circuitboard/aicore name = "AI core (AI Core Board)" //Well, duh, but best to be consistent var/battery = 200 //backup battery for when the AI loses power. Copied to/from AI mobs when carding, and placed here to avoid recharge via deconning the core