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/obj/item/mmi
name = "\improper Man-Machine Interface"
desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity, that nevertheless has become standard-issue on Nanotrasen stations."
icon = 'icons/obj/devices/assemblies.dmi'
icon_state = "mmi_off"
base_icon_state = "mmi"
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
var/braintype = "Cyborg"
var/obj/item/radio/mmi/radio = null //Let's give it a radio.
var/mob/living/brain/brainmob = null //The current occupant.
var/mob/living/silicon/robot = null //Appears unused.
var/obj/vehicle/sealed/mecha = null //This does not appear to be used outside of reference in mecha.dm.
var/obj/item/organ/brain/brain = null //The actual brain
var/datum/ai_laws/laws = new()
var/force_replace_ai_name = FALSE
var/overrides_aicore_laws = FALSE // Whether the laws on the MMI, if any, override possible pre-existing laws loaded on the AI core.
/// Whether the brainmob can move. Doesnt usually matter but SPHERICAL POSIBRAINSSS
var/immobilize = TRUE
var/slot = ORGAN_SLOT_BRAIN //Bubber Addition
/obj/item/radio/mmi
custom_materials = null
/obj/item/mmi/Initialize(mapload)
. = ..()
radio = new(src) //Spawns a radio inside the MMI.
laws.set_laws_config()
/obj/item/mmi/Destroy()
set_mecha(null)
QDEL_NULL(brainmob)
QDEL_NULL(brain)
QDEL_NULL(radio)
QDEL_NULL(laws)
return ..()
/obj/item/mmi/update_icon_state()
if(!brain)
icon_state = "[base_icon_state]_off"
return ..()
icon_state = "[base_icon_state]_brain[istype(brain, /obj/item/organ/brain/alien) ? "_alien" : null]"
return ..()
/obj/item/mmi/update_overlays()
. = ..()
. += add_mmi_overlay()
/obj/item/mmi/proc/add_mmi_overlay()
if(brainmob && brainmob.stat != DEAD)
. += "mmi_alive"
return
if(brain)
. += "mmi_dead"
/obj/item/mmi/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(O, /obj/item/organ/brain)) //Time to stick a brain in it --NEO
var/obj/item/organ/brain/newbrain = O
if(brain)
to_chat(user, span_warning("There's already a brain in the MMI!"))
return
if(newbrain.suicided)
to_chat(user, span_warning("[newbrain] is completely useless."))
return
if(!newbrain.brainmob)
var/install = tgui_alert(user, "[newbrain] is inactive, slot it in anyway?", "Installing Brain", list("Yes", "No"))
if(install != "Yes")
return
if(!user.transferItemToLoc(newbrain, src))
return
user.visible_message(span_notice("[user] sticks [newbrain] into [src]."), span_notice("[src]'s indicator light turns red as you insert [newbrain]. Its brainwave activity alarm buzzes."))
brain = newbrain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [copytext(newbrain.name, 1, -8)]"
update_appearance()
return
if(!user.transferItemToLoc(O, src))
return
var/mob/living/brain/B = newbrain.brainmob
if(!B.key && !newbrain.decoy_override)
B.notify_revival("Someone has put your brain in a MMI!", source = src)
user.visible_message(span_notice("[user] sticks \a [newbrain] into [src]."), span_notice("[src]'s indicator light turn on as you insert [newbrain]."))
set_brainmob(newbrain.brainmob)
newbrain.brainmob = null
brainmob.forceMove(src)
brainmob.container = src
var/fubar_brain = newbrain.suicided || HAS_TRAIT(brainmob, TRAIT_SUICIDED) //brain is from a suicider
if(!fubar_brain && !(newbrain.organ_flags & ORGAN_FAILING)) // the brain organ hasn't been beaten to death, nor was from a suicider.
brainmob.set_stat(CONSCIOUS) //we manually revive the brain mob
else if(!fubar_brain && newbrain.organ_flags & ORGAN_FAILING) // the brain is damaged, but not from a suicider
to_chat(user, span_warning("[src]'s indicator light turns yellow and its brain integrity alarm beeps softly. Perhaps you should check [newbrain] for damage."))
playsound(src, 'sound/machines/synth/synth_no.ogg', 5, TRUE)
else
to_chat(user, span_warning("[src]'s indicator light turns red and its brainwave activity alarm beeps softly. Perhaps you should check [newbrain] again."))
playsound(src, 'sound/machines/beep/triple_beep.ogg', 5, TRUE)
brainmob.reset_perspective()
brain = newbrain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
SSblackbox.record_feedback("amount", "mmis_filled", 1)
user.log_message("has put the brain of [key_name(brainmob)] into an MMI", LOG_GAME)
else if(brainmob)
O.attack(brainmob, user) //Oh noooeeeee
else
return ..()
/**
* Forces target brain into the MMI. Mainly intended for admin purposes, as this allows transfer without a mob or user.
*
* Returns FALSE on failure, TRUE on success.
*
* Arguments:
* * new_brain - Brain to be force-inserted into the MMI. Any calling code should handle proper removal of the brain from the mob, as this proc only forceMoves.
*/
/obj/item/mmi/proc/force_brain_into(obj/item/organ/brain/new_brain)
if(isnull(new_brain))
stack_trace("Proc called with null brain.")
return FALSE
if(!istype(new_brain))
stack_trace("Proc called with invalid type: [new_brain] ([new_brain.type])")
return FALSE
if(isnull(new_brain.brainmob))
new_brain.forceMove(src)
brain = new_brain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [copytext(new_brain.name, 1, -8)]"
update_appearance()
return TRUE
new_brain.forceMove(src)
var/mob/living/brain/new_brain_brainmob = new_brain.brainmob
if(!new_brain_brainmob.key && !new_brain.decoy_override)
new_brain_brainmob.notify_revival("Someone has put your brain in a MMI!", source = src)
set_brainmob(new_brain_brainmob)
new_brain.brainmob = null
brainmob.forceMove(src)
brainmob.container = src
var/fubar_brain = new_brain.suicided || HAS_TRAIT(brainmob, TRAIT_SUICIDED)
if(!fubar_brain && !(new_brain.organ_flags & ORGAN_FAILING))
brainmob.set_stat(CONSCIOUS)
brainmob.reset_perspective()
brain = new_brain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg"
else
braintype = "Cyborg"
SSblackbox.record_feedback("amount", "mmis_filled", 1)
return TRUE
/obj/item/mmi/attack_self(mob/user)
if(!brain)
radio.set_on(!radio.is_on())
to_chat(user, span_notice("You toggle [src]'s radio system [radio.is_on() == TRUE ? "on" : "off"]."))
else
eject_brain(user)
update_appearance()
name = initial(name)
to_chat(user, span_notice("You unlock and upend [src], spilling the brain onto the floor."))
/obj/item/mmi/proc/eject_brain(mob/user)
if(brainmob)
brainmob.container = null //Reset brainmob mmi var.
brainmob.forceMove(brain) //Throw mob into brain.
brainmob.set_stat(DEAD)
brainmob.emp_damage = 0
brainmob.reset_perspective() //so the brainmob follows the brain organ instead of the mmi. And to update our vision
brain.brainmob = brainmob //Set the brain to use the brainmob
user.log_message("has ejected the brain of [key_name(brainmob)] from an MMI", LOG_GAME)
brainmob = null //Set mmi brainmob var to null
brain.forceMove(drop_location())
if(Adjacent(user))
user.put_in_hands(brain)
brain.organ_flags &= ~ORGAN_FROZEN
brain = null //No more brain in here
/obj/item/mmi/proc/transfer_identity(mob/living/L) //Same deal as the regular brain proc. Used for human-->robot people.
if(!brainmob)
set_brainmob(new /mob/living/brain(src))
brainmob.name = L.real_name
brainmob.real_name = L.real_name
if(L.has_dna())
var/mob/living/carbon/C = L
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
brainmob.container = src
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/organ/brain/newbrain = H.get_organ_by_type(/obj/item/organ/brain)
newbrain.Remove(H, special = TRUE, movement_flags = NO_ID_TRANSFER)
newbrain.forceMove(src)
brain = newbrain
else if(!brain)
brain = new(src)
brain.name = "[L.real_name]'s brain"
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
/// Proc to hook behavior associated to the change in value of the [/obj/item/mmi/var/brainmob] variable.
/obj/item/mmi/proc/set_brainmob(mob/living/brain/new_brainmob)
if(brainmob == new_brainmob)
return FALSE
. = brainmob
SEND_SIGNAL(src, COMSIG_MMI_SET_BRAINMOB, new_brainmob)
brainmob = new_brainmob
if(new_brainmob)
if(mecha)
new_brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
else
new_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
if(.)
var/mob/living/brain/old_brainmob = .
old_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
/// Proc to hook behavior associated to the change in value of the [obj/vehicle/sealed/var/mecha] variable.
/obj/item/mmi/proc/set_mecha(obj/vehicle/sealed/mecha/new_mecha)
if(mecha == new_mecha)
return FALSE
. = mecha
mecha = new_mecha
if(new_mecha)
if(!. && brainmob) // There was no mecha, there now is, and we have a brain mob that is no longer unaided.
brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
else if(. && brainmob && immobilize) // There was a mecha, there no longer is one, and there is a brain mob that is now again unaided.
brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
/obj/item/mmi/proc/replacement_ai_name()
return brainmob.name
GAME_VERB_SRC_DESC(/obj/item/mmi, Toggle_Listening, usr.loc, "Toggle Listening", "Toggle listening channel on or off.", "MMI")
if(brainmob.stat)
to_chat(brainmob, span_warning("Can't do that while incapacitated or dead!"))
if(!radio.is_on())
to_chat(brainmob, span_warning("Your radio is disabled!"))
return
radio.set_listening(!radio.get_listening())
to_chat(brainmob, span_notice("Radio is [radio.get_listening() ? "now" : "no longer"] receiving broadcast."))
/obj/item/mmi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!brainmob || iscyborg(loc))
return
else
switch(severity)
if(1)
brainmob.emp_damage = min(brainmob.emp_damage + rand(20,30), 30)
if(2)
brainmob.emp_damage = min(brainmob.emp_damage + rand(10,20), 30)
if(3)
brainmob.emp_damage = min(brainmob.emp_damage + rand(0,10), 30)
brainmob.emote("alarm")
/obj/item/mmi/atom_deconstruct(disassembled = TRUE)
if(brain)
eject_brain()
/obj/item/mmi/examine(mob/user)
. = ..()
if(radio)
. += span_notice("There is a switch to toggle the radio system [radio.is_on() ? "off" : "on"].[brain ? " It is currently being covered by [brain]." : null]")
if(!isnull(brain))
// It's dead, show it as much
if((brain.organ_flags & ORGAN_FAILING) || brainmob?.stat == DEAD)
if(brain.suicided || (brainmob && HAS_TRAIT(brainmob, TRAIT_SUICIDED)))
. += span_warning("[src] indicator light is red.")
else
. += span_warning("[src] indicator light is yellow - perhaps you should check the brain for damage.")
// If we have a client, OR it's a decoy brain, show as active
else if(brain.decoy_override || brainmob?.client)
. += span_notice("[src] indicates that the brain is active.")
// If we have a brainmob and it has a mind, it may just be DC'd
else if(brainmob?.mind)
. += span_warning("[src] indicates that the brain is currently inactive; it might change.")
// No brainmob, no mind, and not a decoy, it's a dead brain
else
. += span_warning("[src] indicates that the brain is completely unresponsive.")
/obj/item/mmi/relaymove(mob/living/user, direction)
return //so that the MMI won't get a warning about not being able to move if it tries to move
/obj/item/mmi/proc/brain_check(mob/user)
var/mob/living/brain/B = brainmob
if(!B)
if(user)
to_chat(user, span_warning("\The [src] indicates that there is no mind present!"))
return FALSE
if(brain?.decoy_override)
if(user)
to_chat(user, span_warning("This [name] does not seem to fit!"))
return FALSE
if(!B.key || !B.mind)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind is completely unresponsive!"))
return FALSE
if(!B.client)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind is currently inactive."))
return FALSE
if(HAS_TRAIT(B, TRAIT_SUICIDED) || brain?.suicided)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind has no will to live!"))
return FALSE
if(B.stat == DEAD)
if(user)
to_chat(user, span_warning("\The [src] indicates that the brain is dead!"))
return FALSE
if(brain?.organ_flags & ORGAN_FAILING)
if(user)
to_chat(user, span_warning("\The [src] indicates that the brain is damaged!"))
return FALSE
return TRUE
/obj/item/mmi/syndie
name = "\improper Syndicate Man-Machine Interface"
desc = "Syndicate's own brand of MMI. It enforces laws designed to help Syndicate agents achieve their goals upon cyborgs and AIs created with it."
overrides_aicore_laws = TRUE
/obj/item/mmi/syndie/Initialize(mapload)
. = ..()
laws = new /datum/ai_laws/syndicate_override()
radio.set_on(FALSE)