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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
228 lines
8.1 KiB
Plaintext
228 lines
8.1 KiB
Plaintext
/*
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* +++++++++++++++++++++++++++++++++++++++++ ABOUT THIS FILE +++++++++++++++++++++++++++++++++++++++++++++
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* Not everything here necessarily has the name pattern of [x]_act()
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* This is a file for various atom procs that simply get called when something is happening to that atom.
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* If you're adding something here, you likely want a signal and SHOULD_CALL_PARENT(TRUE)
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* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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*/
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/**
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* Respond to fire being used on our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_FIRE_ACT] and return
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*/
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/atom/proc/fire_act(exposed_temperature, exposed_volume)
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SEND_SIGNAL(src, COMSIG_ATOM_FIRE_ACT, exposed_temperature, exposed_volume)
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return FALSE
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/**
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* Sends [COMSIG_ATOM_EXTINGUISH] signal, which properly removes burning component if it is present.
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*
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* Default behaviour is to send [COMSIG_ATOM_ACID_ACT] and return
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*/
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/atom/proc/extinguish()
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SHOULD_CALL_PARENT(TRUE)
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return SEND_SIGNAL(src, COMSIG_ATOM_EXTINGUISH)
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/**
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* React to being hit by an explosion
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*
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* Should be called through the [EX_ACT] wrapper macro.
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* The wrapper takes care of the [COMSIG_ATOM_EX_ACT] signal.
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* as well as calling [/atom/proc/contents_explosion].
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*
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* Returns TRUE by default, and behavior should be implemented on children procs on a per-atom basis. Should only return FALSE if we resist the explosion for any reason.
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* We assume that the default is TRUE because all atoms should be considered destructible in some manner unless they explicitly opt out (in our current framework).
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* However, the return value itself doesn't have any external consumers, it's only so children procs can listen to the value from their parent procs (due to the nature of the [EX_ACT] macro).
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* Thus, the return value only matters on overrides of this proc, and the only thing that truly matters is the code that is executed (applying damage, calling damage procs, etc.)
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*
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*/
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/atom/proc/ex_act(severity, target)
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set waitfor = FALSE
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return TRUE
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/// Handle what happens when your contents are exploded by a bomb
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/atom/proc/contents_explosion(severity, target)
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return //For handling the effects of explosions on contents that would not normally be effected
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/**
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* React to a hit by a blob objecd
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*
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* default behaviour is to send the [COMSIG_ATOM_BLOB_ACT] signal
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*/
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/atom/proc/blob_act(obj/structure/blob/attacking_blob)
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var/blob_act_result = SEND_SIGNAL(src, COMSIG_ATOM_BLOB_ACT, attacking_blob)
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if (blob_act_result & COMPONENT_CANCEL_BLOB_ACT)
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return FALSE
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return TRUE
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/**
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* React to an EMP of the given severity
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*
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* Default behaviour is to send the [COMSIG_ATOM_PRE_EMP_ACT] and [COMSIG_ATOM_EMP_ACT] signal
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*
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* If the pre-signal does not return protection, and there are attached wires then we call
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* [emp_pulse][/datum/wires/proc/emp_pulse] on the wires
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*
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* We then return the protection value
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*/
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/atom/proc/emp_act(severity)
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SHOULD_CALL_PARENT(TRUE)
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var/protection = SEND_SIGNAL(src, COMSIG_ATOM_PRE_EMP_ACT, severity)
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if(!(protection & EMP_PROTECT_WIRES) && istype(wires))
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wires.emp_pulse()
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SEND_SIGNAL(src, COMSIG_ATOM_EMP_ACT, severity, protection)
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return protection // Pass the protection value collected here upwards
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/**
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* React to a hit by a projectile object
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*
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* @params
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* * hitting_projectile - projectile
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* * def_zone - zone hit
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* * piercing_hit - is this hit piercing or normal?
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*/
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/atom/proc/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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var/sigreturn = SEND_SIGNAL(src, COMSIG_ATOM_PRE_BULLET_ACT, hitting_projectile, def_zone)
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if(sigreturn & COMPONENT_BULLET_PIERCED)
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return BULLET_ACT_FORCE_PIERCE
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if(sigreturn & COMPONENT_BULLET_BLOCKED)
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return BULLET_ACT_BLOCK
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if(sigreturn & COMPONENT_BULLET_ACTED)
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return BULLET_ACT_HIT
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SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, hitting_projectile, def_zone)
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if(QDELETED(hitting_projectile)) // Signal deleted it?
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return BULLET_ACT_BLOCK
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return hitting_projectile.on_hit(
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target = src,
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// This armor check only matters for the visuals and messages in on_hit(), it's not actually used to reduce damage since
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// only living mobs use armor to reduce damage, but on_hit() is going to need the value no matter what is shot.
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blocked = check_projectile_armor(def_zone, hitting_projectile),
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pierce_hit = piercing_hit,
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)
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/**
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* React to being hit by a thrown object
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*
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* Default behaviour is to call [hitby_react][/atom/proc/hitby_react] on ourselves after 2 seconds if we are dense
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* and under normal gravity.
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*
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* Im not sure why this the case, maybe to prevent lots of hitby's if the thrown object is
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* deleted shortly after hitting something (during explosions or other massive events that
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* throw lots of items around - singularity being a notable example)
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*/
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/atom/proc/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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SEND_SIGNAL(src, COMSIG_ATOM_HITBY, hitting_atom, skipcatch, hitpush, blocked, throwingdatum)
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if(density && !has_gravity(hitting_atom)) //thrown stuff bounces off dense stuff in no grav, unless the thrown stuff ends up inside what it hit(embedding, bola, etc...).
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addtimer(CALLBACK(src, PROC_REF(hitby_react), hitting_atom), 2)
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/**
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* We have have actually hit the passed in atom
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*
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* Default behaviour is to move back from the item that hit us
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*/
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/atom/proc/hitby_react(atom/movable/harmed_atom)
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if(harmed_atom && isturf(harmed_atom.loc))
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step(harmed_atom, REVERSE_DIR(harmed_atom.dir))
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///Handle the atom being slipped over
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/atom/proc/handle_slip(mob/living/carbon/slipped_carbon, knockdown_amount, obj/slipping_object, lube, paralyze, force_drop)
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return
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///Used for making a sound when a mob involuntarily falls into the ground.
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/atom/proc/handle_fall(mob/faller)
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return
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///Respond to the singularity eating this atom
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/atom/proc/singularity_act()
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return
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/**
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* Respond to the singularity pulling on us
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*
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* Default behaviour is to send [COMSIG_ATOM_SING_PULL] and return
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*/
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/atom/proc/singularity_pull(obj/singularity/singularity, current_size)
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SEND_SIGNAL(src, COMSIG_ATOM_SING_PULL, singularity, current_size)
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/**
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* Respond to acid being used on our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_ACID_ACT] and return
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*/
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/atom/proc/acid_act(acidpwr, acid_volume)
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SEND_SIGNAL(src, COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
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return FALSE
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/**
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* Respond to an emag being used on our atom
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*
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* Args:
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* * mob/user: The mob that used the emag. Nullable.
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* * obj/item/card/emag/emag_card: The emag that was used. Nullable.
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*
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* Returns:
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* TRUE if the emag had any effect, falsey otherwise.
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*/
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/atom/proc/emag_act(mob/user, obj/item/card/emag/emag_card)
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return (SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT, user, emag_card))
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/**
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* Respond to narsie eating our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_NARSIE_ACT] and return
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*/
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/atom/proc/narsie_act()
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SEND_SIGNAL(src, COMSIG_ATOM_NARSIE_ACT)
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/**
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* Respond to an electric bolt action on our item
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*
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* Default behaviour is to return, we define here to allow for cleaner code later on
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*/
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/atom/proc/zap_act(power, zap_flags)
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return
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/**
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* Called when the atom log's in or out
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*
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* Default behaviour is to call on_log on the location this atom is in
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*/
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/atom/proc/on_log(login)
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if(loc)
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loc.on_log(login)
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/**
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* Causes effects when the atom gets hit by a rust effect from heretics
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*
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* Override this if you want custom behaviour in whatever gets hit by the rust
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*/
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/atom/proc/rust_heretic_act()
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return
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///Called when something resists while this atom is its loc
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/atom/proc/container_resist_act(mob/living/user)
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return
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/**
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* Respond to an RCD acting on our item
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*
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* Default behaviour is to send [COMSIG_ATOM_RCD_ACT] and return FALSE
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*/
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/atom/proc/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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SEND_SIGNAL(src, COMSIG_ATOM_RCD_ACT, user, the_rcd, rcd_data["[RCD_DESIGN_MODE]"])
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return FALSE
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///Return the values you get when an RCD eats you?
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/atom/proc/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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return FALSE
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///This atom has been hit by a hulkified mob in hulk mode (user)
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/atom/proc/attack_hulk(mob/living/carbon/human/user)
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SEND_SIGNAL(src, COMSIG_ATOM_HULK_ATTACK, user)
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