#define AI_CORE_BRAIN(X) X.braintype == "Android" ? "brain" : "MMI" /obj/structure/ai_core density = TRUE anchored = FALSE name = "\improper AI core" icon = 'icons/mob/silicon/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/core_mmi /obj/structure/ai_core/Initialize(mapload) . = ..() laws = new laws.set_laws_config() /obj/structure/ai_core/examine(mob/user) . = ..() if(!anchored) if(state != EMPTY_CORE) . += span_notice("It has some bolts that could be tightened.") else . += span_notice("It has some bolts that could be tightened. The frame can be melted down.") else switch(state) if(EMPTY_CORE) . += span_notice("There is a slot for a circuit board, its bolts can be loosened.") if(CIRCUIT_CORE) . += span_notice("The circuit board can be screwed into place or pried out.") if(SCREWED_CORE) . += span_notice("The frame can be wired, the circuit board can be unfastened.") if(CABLED_CORE) if(!core_mmi) . += span_notice("There are wires which could be hooked up to an MMI or positronic brain, or cut.") else var/accept_laws = TRUE if(core_mmi.laws.id != DEFAULT_AI_LAWID || !core_mmi.brainmob || !core_mmi.brainmob?.mind) accept_laws = FALSE . += span_notice("There is a slot for a reinforced glass panel, the [AI_CORE_BRAIN(core_mmi)] could be pried out.[accept_laws ? " A law module can be swiped across." : ""]") if(GLASS_CORE) . += span_notice("The monitor [core_mmi?.brainmob?.mind && !suicide_check() ? "and neural interface " : ""]can be screwed in, the panel can be pried out.") if(AI_READY_CORE) . += span_notice("The monitor's connection can be cut[core_mmi?.brainmob?.mind && !suicide_check() ? " the neural interface can be screwed in." : "."]") /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 == core_mmi) core_mmi = null return ..() /obj/structure/ai_core/Destroy() QDEL_NULL(circuit) QDEL_NULL(core_mmi) QDEL_NULL(laws) return ..() /obj/structure/ai_core/deactivated icon_state = "ai-empty" anchored = TRUE state = AI_READY_CORE /obj/structure/ai_core/deactivated/Initialize(mapload, skip_mmi_creation = FALSE, posibrain = FALSE) . = ..() circuit = new(src) if(skip_mmi_creation) return if(posibrain) core_mmi = new/obj/item/mmi/posibrain(src, /* autoping = */ FALSE) else core_mmi = new(src) core_mmi.brain = new(core_mmi) core_mmi.update_appearance() /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." 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) core_mmi = new(src) core_mmi.brain = new(core_mmi) core_mmi.update_appearance() 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(!isfloorturf(T)) 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/wrench_act(mob/living/user, obj/item/tool) . = ..() default_unfasten_wrench(user, tool) return TOOL_ACT_TOOLTYPE_SUCCESS /obj/structure/ai_core/screwdriver_act(mob/living/user, obj/item/tool) . = ..() if(state == AI_READY_CORE) if(!core_mmi) balloon_alert(user, "no brain installed!") return TOOL_ACT_TOOLTYPE_SUCCESS else if(!core_mmi.brainmob?.mind || suicide_check()) balloon_alert(user, "brain is inactive!") return TOOL_ACT_TOOLTYPE_SUCCESS else balloon_alert(user, "connecting neural network...") if(!tool.use_tool(src, user, 10 SECONDS)) return TOOL_ACT_TOOLTYPE_SUCCESS if(!ai_structure_to_mob()) return TOOL_ACT_TOOLTYPE_SUCCESS balloon_alert(user, "connected neural network") return TOOL_ACT_TOOLTYPE_SUCCESS /obj/structure/ai_core/attackby(obj/item/P, mob/living/user, params) if(!anchored) if(P.tool_behaviour == TOOL_WELDER) if(state != EMPTY_CORE) balloon_alert(user, "core must be empty to deconstruct it!") return if(!P.tool_start_check(user, amount=0)) return balloon_alert(user, "deconstructing frame...") if(P.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE) balloon_alert(user, "deconstructed frame") deconstruct(TRUE) return else if(!user.combat_mode) balloon_alert(user, "bolt it down first!") return else 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) balloon_alert(user, "circuit board inserted") update_appearance() state = CIRCUIT_CORE circuit = P return if(CIRCUIT_CORE) if(P.tool_behaviour == TOOL_SCREWDRIVER) P.play_tool_sound(src) balloon_alert(user, "board screwed into place") state = SCREWED_CORE update_appearance() return if(P.tool_behaviour == TOOL_CROWBAR) P.play_tool_sound(src) balloon_alert(user, "circuit board removed") 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) balloon_alert(user, "circuit board unfastened") 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) balloon_alert(user, "adding cables to frame...") if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5)) balloon_alert(user, "added cables to frame.") state = CABLED_CORE update_appearance() else balloon_alert(user, "need five lengths of cable!") return if(CABLED_CORE) if(P.tool_behaviour == TOOL_WIRECUTTER) if(core_mmi) balloon_alert(user, "remove the [AI_CORE_BRAIN(core_mmi)] first!") else P.play_tool_sound(src) balloon_alert(user, "cables removed") state = SCREWED_CORE update_appearance() new /obj/item/stack/cable_coil(drop_location(), 5) return if(istype(P, /obj/item/stack/sheet/rglass)) if(!core_mmi) balloon_alert(user, "add a brain first!") return var/obj/item/stack/sheet/rglass/G = P if(G.get_amount() >= 2) playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) balloon_alert(user, "adding glass panel...") if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2)) balloon_alert(user, "added glass panel") state = GLASS_CORE update_appearance() else balloon_alert(user, "need two sheets of reinforced glass!") return if(istype(P, /obj/item/ai_module)) if(!core_mmi) balloon_alert(user, "no brain installed!") return if(!core_mmi.brainmob || !core_mmi.brainmob?.mind || suicide_check()) balloon_alert(user, "[AI_CORE_BRAIN(core_mmi)] is inactive!") return if(core_mmi.laws.id != DEFAULT_AI_LAWID) balloon_alert(user, "[AI_CORE_BRAIN(core_mmi)] already has set laws!") return var/obj/item/ai_module/module = P module.install(laws, user) return if(istype(P, /obj/item/mmi) && !core_mmi) var/obj/item/mmi/M = P if(!M.brain_check(user)) var/install = tgui_alert(user, "This [AI_CORE_BRAIN(M)] is inactive, would you like to make an inactive AI?", "Installing AI [AI_CORE_BRAIN(M)]", list("Yes", "No")) if(install != "Yes") return if(M.brainmob && HAS_TRAIT(M.brainmob, TRAIT_SUICIDED)) to_chat(user, span_warning("[M.name] is completely useless!")) return if(!user.transferItemToLoc(M, src)) return core_mmi = M balloon_alert(user, "added [AI_CORE_BRAIN(core_mmi)] to frame") update_appearance() return var/mob/living/brain/B = M.brainmob if(!CONFIG_GET(flag/allow_ai) || (is_banned_from(B.ckey, JOB_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 core_mmi = M balloon_alert(user, "added [AI_CORE_BRAIN(core_mmi)] to frame") update_appearance() return if(P.tool_behaviour == TOOL_CROWBAR && core_mmi) P.play_tool_sound(src) balloon_alert(user, "removed [AI_CORE_BRAIN(core_mmi)]") core_mmi.forceMove(loc) core_mmi = null update_appearance() return if(GLASS_CORE) if(P.tool_behaviour == TOOL_CROWBAR) P.play_tool_sound(src) balloon_alert(user, "removed glass panel") state = CABLED_CORE update_appearance() new /obj/item/stack/sheet/rglass(loc, 2) return if(P.tool_behaviour == TOOL_SCREWDRIVER) if(suicide_check()) to_chat(user, span_warning("The brain installed is completely useless.")) return P.play_tool_sound(src) balloon_alert(user, "connected monitor[core_mmi?.brainmob?.mind ? " and neural network" : ""]") if(core_mmi.brainmob?.mind) ai_structure_to_mob() 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_WIRECUTTER) P.play_tool_sound(src) balloon_alert(user, "disconnected monitor") state = GLASS_CORE update_appearance() return return ..() /obj/structure/ai_core/proc/ai_structure_to_mob() var/mob/living/brain/the_brainmob = core_mmi.brainmob if(!the_brainmob.mind || suicide_check()) return FALSE the_brainmob.mind.remove_antags_for_borging() if(!the_brainmob.mind.has_ever_been_ai) SSblackbox.record_feedback("amount", "ais_created", 1) var/mob/living/silicon/ai/ai_mob = null if(core_mmi.overrides_aicore_laws) ai_mob = new /mob/living/silicon/ai(loc, core_mmi.laws, the_brainmob) core_mmi.laws = null //MMI's law datum is being donated, so we need the MMI to let it go or the GC will eat it else ai_mob = new /mob/living/silicon/ai(loc, laws, the_brainmob) laws = null //we're giving the new AI this datum, so let's not delete it when we qdel(src) 5 lines from now var/datum/antagonist/malf_ai/malf_datum = IS_MALF_AI(ai_mob) if(malf_datum) malf_datum.add_law_zero() if(core_mmi.force_replace_ai_name) ai_mob.fully_replace_character_name(ai_mob.name, core_mmi.replacement_ai_name()) if(core_mmi.braintype == "Android") ai_mob.posibrain_inside = TRUE deadchat_broadcast(" has been brought online at [get_area_name(ai_mob, format_text = TRUE)].", span_name("[ai_mob]"), follow_target = ai_mob, message_type = DEADCHAT_ANNOUNCEMENT) qdel(src) return TRUE /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(core_mmi) 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) /// Quick proc to call to see if the brainmob inside of us has suicided. Returns TRUE if we have, FALSE in any other scenario. /obj/structure/ai_core/proc/suicide_check() if(isnull(core_mmi) || isnull(core_mmi.brainmob)) return FALSE return HAS_TRAIT(core_mmi.brainmob, TRAIT_SUICIDED) /* 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 if(core_mmi && core_mmi.brainmob) if(core_mmi.brainmob.mind) to_chat(user, span_warning("[src] already contains an active mind!")) return else if(suicide_check()) to_chat(user, span_warning("[AI_CORE_BRAIN(core_mmi)] installed in [src] is completely useless!")) 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 if(core_mmi && core_mmi.braintype == "Android") AI.posibrain_inside = TRUE else AI.posibrain_inside = FALSE 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 #undef AI_CORE_BRAIN