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* Removes side effects in Destroy from cyborgs, misc related code cleanup (#76867) ## About The Pull Request - Removes side effects from cyborg `Destroy` - Right result in more cyborgs getting dusted... Will have to check this out. - General AI / cyborg code cleanup Fixes #76855 ## Why It's Good For The Game Some more consistent, clean code ## Changelog 🆑 Melbert fix: Cyborgs no longer drop their radio key when deleted, only when deconstructed first fix: Cyborgs no longer drop their MMI on deletion, only prior to deletion. This may result in bad code rearing its ugly head, open an issue report on the github if you're a cyborg and get ghosted when you feel like you shouldn't fix: Runtime from syndie cyborgs spawning fix: AI deaths are reported to black box /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Removes side effects in Destroy from cyborgs, misc related code cleanup --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com>
293 lines
11 KiB
Plaintext
293 lines
11 KiB
Plaintext
/obj/item/mmi
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name = "\improper Man-Machine Interface"
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desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity, that nevertheless has become standard-issue on Nanotrasen stations."
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icon = 'icons/obj/assemblies/assemblies.dmi'
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icon_state = "mmi_off"
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base_icon_state = "mmi"
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w_class = WEIGHT_CLASS_NORMAL
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var/braintype = "Cyborg"
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var/obj/item/radio/radio = null //Let's give it a radio.
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var/mob/living/brain/brainmob = null //The current occupant.
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var/mob/living/silicon/robot = null //Appears unused.
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var/obj/vehicle/sealed/mecha = null //This does not appear to be used outside of reference in mecha.dm.
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var/obj/item/organ/internal/brain/brain = null //The actual brain
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var/datum/ai_laws/laws = new()
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var/force_replace_ai_name = FALSE
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var/overrides_aicore_laws = FALSE // Whether the laws on the MMI, if any, override possible pre-existing laws loaded on the AI core.
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/obj/item/mmi/Initialize(mapload)
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. = ..()
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radio = new(src) //Spawns a radio inside the MMI.
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radio.set_broadcasting(FALSE) //researching radio mmis turned the robofabs into radios because this didnt start as 0.
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laws.set_laws_config()
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/obj/item/mmi/Destroy()
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set_mecha(null)
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QDEL_NULL(brainmob)
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QDEL_NULL(brain)
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QDEL_NULL(radio)
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QDEL_NULL(laws)
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return ..()
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/obj/item/mmi/update_icon_state()
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if(!brain)
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icon_state = "[base_icon_state]_off"
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return ..()
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icon_state = "[base_icon_state]_brain[istype(brain, /obj/item/organ/internal/brain/alien) ? "_alien" : null]"
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return ..()
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/obj/item/mmi/update_overlays()
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. = ..()
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. += add_mmi_overlay()
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/obj/item/mmi/proc/add_mmi_overlay()
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if(brainmob && brainmob.stat != DEAD)
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. += "mmi_alive"
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return
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if(brain)
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. += "mmi_dead"
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/obj/item/mmi/attackby(obj/item/O, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(istype(O, /obj/item/organ/internal/brain)) //Time to stick a brain in it --NEO
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var/obj/item/organ/internal/brain/newbrain = O
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if(brain)
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to_chat(user, span_warning("There's already a brain in the MMI!"))
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return
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if(newbrain.suicided)
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to_chat(user, span_warning("[newbrain] is completely useless."))
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return
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if(!newbrain.brainmob?.mind || !newbrain.brainmob)
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var/install = tgui_alert(user, "[newbrain] is inactive, slot it in anyway?", "Installing Brain", list("Yes", "No"))
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if(install != "Yes")
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return
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if(!user.transferItemToLoc(newbrain, src))
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return
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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."))
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brain = newbrain
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brain.organ_flags |= ORGAN_FROZEN
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name = "[initial(name)]: [copytext(newbrain.name, 1, -8)]"
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update_appearance()
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return
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if(!user.transferItemToLoc(O, src))
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return
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var/mob/living/brain/B = newbrain.brainmob
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if(!B.key)
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B.notify_ghost_cloning("Someone has put your brain in a MMI!", source = src)
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user.visible_message(span_notice("[user] sticks \a [newbrain] into [src]."), span_notice("[src]'s indicator light turn on as you insert [newbrain]."))
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set_brainmob(newbrain.brainmob)
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newbrain.brainmob = null
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brainmob.forceMove(src)
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brainmob.container = src
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var/fubar_brain = newbrain.suicided || HAS_TRAIT(brainmob, TRAIT_SUICIDED) //brain is from a suicider
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if(!fubar_brain && !(newbrain.organ_flags & ORGAN_FAILING)) // the brain organ hasn't been beaten to death, nor was from a suicider.
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brainmob.set_stat(CONSCIOUS) //we manually revive the brain mob
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else if(!fubar_brain && newbrain.organ_flags & ORGAN_FAILING) // the brain is damaged, but not from a suicider
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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."))
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playsound(src, 'sound/machines/synth_no.ogg', 5, TRUE)
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else
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to_chat(user, span_warning("[src]'s indicator light turns red and its brainwave activity alarm beeps softly. Perhaps you should check [newbrain] again."))
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playsound(src, 'sound/machines/triple_beep.ogg', 5, TRUE)
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brainmob.reset_perspective()
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brain = newbrain
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brain.organ_flags |= ORGAN_FROZEN
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name = "[initial(name)]: [brainmob.real_name]"
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update_appearance()
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if(istype(brain, /obj/item/organ/internal/brain/alien))
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braintype = "Xenoborg" //HISS....Beep.
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else
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braintype = "Cyborg"
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SSblackbox.record_feedback("amount", "mmis_filled", 1)
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user.log_message("has put the brain of [key_name(brainmob)] into an MMI", LOG_GAME)
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else if(brainmob)
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O.attack(brainmob, user) //Oh noooeeeee
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else
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return ..()
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/obj/item/mmi/attack_self(mob/user)
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if(!brain)
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radio.set_on(!radio.is_on())
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to_chat(user, span_notice("You toggle [src]'s radio system [radio.is_on() == TRUE ? "on" : "off"]."))
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else
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eject_brain(user)
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update_appearance()
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name = initial(name)
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to_chat(user, span_notice("You unlock and upend [src], spilling the brain onto the floor."))
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/obj/item/mmi/proc/eject_brain(mob/user)
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if(brainmob)
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brainmob.container = null //Reset brainmob mmi var.
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brainmob.forceMove(brain) //Throw mob into brain.
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brainmob.set_stat(DEAD)
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brainmob.emp_damage = 0
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brainmob.reset_perspective() //so the brainmob follows the brain organ instead of the mmi. And to update our vision
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brain.brainmob = brainmob //Set the brain to use the brainmob
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user.log_message("has ejected the brain of [key_name(brainmob)] from an MMI", LOG_GAME)
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brainmob = null //Set mmi brainmob var to null
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brain.forceMove(drop_location())
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if(Adjacent(user))
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user.put_in_hands(brain)
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brain.organ_flags &= ~ORGAN_FROZEN
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brain = null //No more brain in here
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/obj/item/mmi/proc/transfer_identity(mob/living/L) //Same deal as the regular brain proc. Used for human-->robot people.
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if(!brainmob)
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set_brainmob(new /mob/living/brain(src))
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brainmob.name = L.real_name
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brainmob.real_name = L.real_name
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if(L.has_dna())
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var/mob/living/carbon/C = L
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if(!brainmob.stored_dna)
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brainmob.stored_dna = new /datum/dna/stored(brainmob)
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C.dna.copy_dna(brainmob.stored_dna)
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brainmob.container = src
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/obj/item/organ/internal/brain/newbrain = H.get_organ_by_type(/obj/item/organ/internal/brain)
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newbrain.forceMove(src)
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brain = newbrain
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else if(!brain)
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brain = new(src)
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brain.name = "[L.real_name]'s brain"
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brain.organ_flags |= ORGAN_FROZEN
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name = "[initial(name)]: [brainmob.real_name]"
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update_appearance()
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if(istype(brain, /obj/item/organ/internal/brain/alien))
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braintype = "Xenoborg" //HISS....Beep.
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else
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braintype = "Cyborg"
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/// Proc to hook behavior associated to the change in value of the [/obj/item/mmi/var/brainmob] variable.
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/obj/item/mmi/proc/set_brainmob(mob/living/brain/new_brainmob)
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if(brainmob == new_brainmob)
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return FALSE
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. = brainmob
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SEND_SIGNAL(src, COMSIG_MMI_SET_BRAINMOB, new_brainmob)
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brainmob = new_brainmob
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if(new_brainmob)
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if(mecha)
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new_brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
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else
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new_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
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if(.)
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var/mob/living/brain/old_brainmob = .
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old_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
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/// Proc to hook behavior associated to the change in value of the [obj/vehicle/sealed/var/mecha] variable.
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/obj/item/mmi/proc/set_mecha(obj/vehicle/sealed/mecha/new_mecha)
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if(mecha == new_mecha)
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return FALSE
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. = mecha
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mecha = new_mecha
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if(new_mecha)
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if(!. && brainmob) // There was no mecha, there now is, and we have a brain mob that is no longer unaided.
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brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
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else if(. && brainmob) // There was a mecha, there no longer is one, and there is a brain mob that is now again unaided.
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brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
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/obj/item/mmi/proc/replacement_ai_name()
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return brainmob.name
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/obj/item/mmi/verb/Toggle_Listening()
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set name = "Toggle Listening"
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set desc = "Toggle listening channel on or off."
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set category = "MMI"
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set src = usr.loc
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set popup_menu = FALSE
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if(brainmob.stat)
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to_chat(brainmob, span_warning("Can't do that while incapacitated or dead!"))
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if(!radio.is_on())
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to_chat(brainmob, span_warning("Your radio is disabled!"))
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return
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radio.set_listening(!radio.get_listening())
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to_chat(brainmob, span_notice("Radio is [radio.get_listening() ? "now" : "no longer"] receiving broadcast."))
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/obj/item/mmi/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!brainmob || iscyborg(loc))
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return
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else
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switch(severity)
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if(1)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(20,30), 30)
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if(2)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(10,20), 30)
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if(3)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(0,10), 30)
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brainmob.emote("alarm")
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/obj/item/mmi/deconstruct(disassembled = TRUE)
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if(brain)
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eject_brain()
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qdel(src)
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/obj/item/mmi/examine(mob/user)
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. = ..()
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if(radio)
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. += 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]")
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if(brainmob)
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var/mob/living/brain/B = brainmob
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if(!B.key || !B.mind || B.stat == DEAD)
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. += span_warning("\The [src] indicates that the brain is completely unresponsive.")
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else if(!B.client)
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. += span_warning("\The [src] indicates that the brain is currently inactive; it might change.")
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else
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. += span_notice("\The [src] indicates that the brain is active.")
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/obj/item/mmi/relaymove(mob/living/user, direction)
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return //so that the MMI won't get a warning about not being able to move if it tries to move
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/obj/item/mmi/proc/brain_check(mob/user)
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var/mob/living/brain/B = brainmob
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if(!B)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that there is no mind present!"))
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return FALSE
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if(!B.key || !B.mind)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that their mind is completely unresponsive!"))
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return FALSE
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if(!B.client)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that their mind is currently inactive."))
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return FALSE
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if(HAS_TRAIT(B, TRAIT_SUICIDED) || brain?.suicided)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that their mind has no will to live!"))
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return FALSE
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if(B.stat == DEAD)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that the brain is dead!"))
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return FALSE
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if(brain?.organ_flags & ORGAN_FAILING)
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if(user)
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to_chat(user, span_warning("\The [src] indicates that the brain is damaged!"))
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return FALSE
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return TRUE
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/obj/item/mmi/syndie
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name = "\improper Syndicate Man-Machine Interface"
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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."
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overrides_aicore_laws = TRUE
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/obj/item/mmi/syndie/Initialize(mapload)
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. = ..()
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laws = new /datum/ai_laws/syndicate_override()
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radio.set_on(FALSE)
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