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Bubberstation/code/game/objects/structures/ai_core.dm
SkyratBot a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00

440 lines
15 KiB
Plaintext

#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/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 <b>bolts</b> that could be tightened.")
else
. += span_notice("It has some <b>bolts</b> that could be tightened. The frame can be <b>melted</b> down.")
else
switch(state)
if(EMPTY_CORE)
. += span_notice("There is a <b>slot</b> for a circuit board, its <b>bolts</b> can be loosened.")
if(CIRCUIT_CORE)
. += span_notice("The circuit board can be <b>screwed</b> into place or <b>pried</b> out.")
if(SCREWED_CORE)
. += span_notice("The frame can be <b>wired</b>, the circuit board can be <b>unfastened</b>.")
if(CABLED_CORE)
if(!core_mmi)
. += span_notice("There are wires which could be hooked up to an <b>MMI or positronic brain</b>, or <b>cut</b>.")
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 <b>slot</b> for a reinforced glass panel, the [AI_CORE_BRAIN(core_mmi)] could be <b>pried</b> out.[accept_laws ? " A law module can be <b>swiped</b> across." : ""]")
if(GLASS_CORE)
. += span_notice("The monitor [core_mmi?.brainmob?.mind && !core_mmi?.brainmob?.suiciding ? "and neural interface " : ""]can be <b>screwed</b> in, the panel can be <b>pried</b> out.")
if(AI_READY_CORE)
. += span_notice("The monitor's connection can be <b>cut</b>[core_mmi?.brainmob?.mind && !core_mmi?.brainmob?.suiciding ? " the neural interface can be <b>screwed</b> 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 <b>[active? "on" : "off"]</b>."
. += 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 || core_mmi.brainmob?.suiciding)
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 || core_mmi.brainmob?.suiciding)
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?.suiciding)
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(core_mmi?.brainmob?.suiciding)
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 || the_brainmob.suiciding)
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
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 <b>[get_area_name(ai_mob, format_text = TRUE)]</b>.", 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)
/*
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(core_mmi.brainmob.suiciding)
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