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* bug fixes and code refactor for AI, malf or otherwise (#82590) ## About The Pull Request I was trying to fix a bug with ejecting from mechs as malf AI and the more I looked the worse it seemed to get? So I'm putting in this PR with the intent to refactor AI code to not be a Byzantine nightmare of new objects referencing each other incompletely or with buggy behavior. Finished PR for #82579 because I didn't want to clutter the comments with commits of me trying to fix shit with git restore and revert ## Why It's Good For The Game Fixes #81877 Fixes #82524 Mech dominating now just works off (and integrates with) similar code for APC shunting The cores left behind by AIs shunting or controlling mechs now properly reference the AI instead of only the other way around Some of these refactors slightly change how malf works; I think most of it was unintended behavior in the first place, let me know in review if not ## Changelog The code for AIs remoting out of their shell has been refactored. 🆑 fix: Mech domination now properly integrates with shunting. fix: Combat upgraded AIs no longer get two buggy malf ability pickers if they also become malfunctioning refactor: Refactored most of the functionality around malf AI shunting, mech control /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * bug fixes and code refactor for AI, malf or otherwise --------- Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
471 lines
16 KiB
Plaintext
471 lines
16 KiB
Plaintext
#define AI_CORE_BRAIN(X) X.braintype == "Android" ? "brain" : "MMI"
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/obj/structure/ai_core
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density = TRUE
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anchored = FALSE
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name = "\improper AI core"
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icon = 'icons/mob/silicon/ai.dmi'
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icon_state = "0"
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desc = "The framework for an artificial intelligence core."
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max_integrity = 500
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var/state = EMPTY_CORE
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var/datum/ai_laws/laws
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var/obj/item/circuitboard/aicore/circuit
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var/obj/item/mmi/core_mmi
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/// only used in cases of AIs piloting mechs or shunted malf AIs, possible later use cases
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var/mob/living/silicon/ai/remote_ai = null
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/obj/structure/ai_core/Initialize(mapload)
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. = ..()
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laws = new
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laws.set_laws_config()
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/obj/structure/ai_core/examine(mob/user)
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. = ..()
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if(!anchored)
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if(state != EMPTY_CORE)
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. += span_notice("It has some <b>bolts</b> that could be tightened.")
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else
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. += span_notice("It has some <b>bolts</b> that could be tightened. The frame can be <b>melted</b> down.")
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else
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switch(state)
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if(EMPTY_CORE)
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. += span_notice("There is a <b>slot</b> for a circuit board, its <b>bolts</b> can be loosened.")
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if(CIRCUIT_CORE)
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. += span_notice("The circuit board can be <b>screwed</b> into place or <b>pried</b> out.")
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if(SCREWED_CORE)
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. += span_notice("The frame can be <b>wired</b>, the circuit board can be <b>unfastened</b>.")
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if(CABLED_CORE)
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if(!core_mmi)
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. += span_notice("There are wires which could be hooked up to an <b>MMI or positronic brain</b>, or <b>cut</b>.")
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else
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var/accept_laws = TRUE
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if(core_mmi.laws.id != DEFAULT_AI_LAWID || !core_mmi.brainmob || !core_mmi.brainmob?.mind)
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accept_laws = FALSE
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. += 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." : ""]")
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if(GLASS_CORE)
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. += span_notice("The monitor [core_mmi?.brainmob?.mind && !suicide_check() ? "and neural interface " : ""]can be <b>screwed</b> in, the panel can be <b>pried</b> out.")
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if(AI_READY_CORE)
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. += span_notice("The monitor's connection can be <b>cut</b>[core_mmi?.brainmob?.mind && !suicide_check() ? " the neural interface can be <b>screwed</b> in." : "."]")
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/obj/structure/ai_core/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == circuit)
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circuit = null
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if((state != GLASS_CORE) && (state != AI_READY_CORE))
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state = EMPTY_CORE
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update_appearance()
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if(gone == core_mmi)
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core_mmi = null
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update_appearance()
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/obj/structure/ai_core/Destroy()
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if(istype(remote_ai))
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remote_ai.break_core_link()
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remote_ai = null
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QDEL_NULL(circuit)
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QDEL_NULL(core_mmi)
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QDEL_NULL(laws)
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return ..()
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/obj/structure/ai_core/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration)
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. = ..()
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if(. > 0 && istype(remote_ai))
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to_chat(remote_ai, span_danger("Your core is under attack!"))
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/obj/structure/ai_core/deactivated
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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/obj/structure/ai_core/deactivated/Initialize(mapload, skip_mmi_creation = FALSE, posibrain = FALSE)
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. = ..()
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circuit = new(src)
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if(skip_mmi_creation)
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return
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if(posibrain)
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core_mmi = new/obj/item/mmi/posibrain(src, /* autoping = */ FALSE)
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else
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core_mmi = new(src)
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core_mmi.brain = new(core_mmi)
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core_mmi.update_appearance()
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/obj/structure/ai_core/latejoin_inactive
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name = "networked AI core"
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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."
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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var/available = TRUE
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var/safety_checks = TRUE
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var/active = TRUE
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/obj/structure/ai_core/latejoin_inactive/Initialize(mapload)
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. = ..()
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circuit = new(src)
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core_mmi = new(src)
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core_mmi.brain = new(core_mmi)
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core_mmi.update_appearance()
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GLOB.latejoin_ai_cores += src
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/obj/structure/ai_core/latejoin_inactive/Destroy()
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GLOB.latejoin_ai_cores -= src
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return ..()
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/obj/structure/ai_core/latejoin_inactive/examine(mob/user)
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. = ..()
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. += "Its transmitter seems to be <b>[active? "on" : "off"]</b>."
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. += span_notice("You could [active? "deactivate" : "activate"] it with a multitool.")
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/obj/structure/ai_core/latejoin_inactive/proc/is_available() //If people still manage to use this feature to spawn-kill AI latejoins ahelp them.
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if(!available)
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return FALSE
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if(!safety_checks)
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return TRUE
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if(!active)
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return FALSE
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var/turf/T = get_turf(src)
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var/area/A = get_area(src)
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if(!(A.area_flags & BLOBS_ALLOWED))
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return FALSE
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if(!A.power_equip)
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return FALSE
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if(!SSmapping.level_trait(T.z,ZTRAIT_STATION))
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return FALSE
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if(!isfloorturf(T))
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return FALSE
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return TRUE
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/obj/structure/ai_core/latejoin_inactive/attackby(obj/item/tool, mob/user, params)
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if(tool.tool_behaviour == TOOL_MULTITOOL)
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active = !active
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to_chat(user, span_notice("You [active? "activate" : "deactivate"] \the [src]'s transmitters."))
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return
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return ..()
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/obj/structure/ai_core/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/ai_core/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(state == AI_READY_CORE)
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if(!core_mmi)
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balloon_alert(user, "no brain installed!")
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return ITEM_INTERACT_SUCCESS
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else if(!core_mmi.brainmob?.mind || suicide_check())
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balloon_alert(user, "brain is inactive!")
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return ITEM_INTERACT_SUCCESS
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else
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balloon_alert(user, "connecting neural network...")
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if(!tool.use_tool(src, user, 10 SECONDS))
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return ITEM_INTERACT_SUCCESS
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if(!ai_structure_to_mob())
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return ITEM_INTERACT_SUCCESS
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balloon_alert(user, "connected neural network")
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return ITEM_INTERACT_SUCCESS
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/obj/structure/ai_core/attackby(obj/item/tool, mob/living/user, params)
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if(remote_ai)
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to_chat(remote_ai, span_danger("CORE TAMPERING DETECTED!"))
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if(!anchored)
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if(tool.tool_behaviour == TOOL_WELDER)
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if(state != EMPTY_CORE)
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balloon_alert(user, "core must be empty to deconstruct it!")
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return
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if(!tool.tool_start_check(user, amount=1))
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return
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balloon_alert(user, "deconstructing frame...")
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if(tool.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE)
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balloon_alert(user, "deconstructed frame")
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deconstruct(TRUE)
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return
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else
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if(!user.combat_mode)
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balloon_alert(user, "bolt it down first!")
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return
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else
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return ..()
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else
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switch(state)
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if(EMPTY_CORE)
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if(istype(tool, /obj/item/circuitboard/aicore))
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if(!user.transferItemToLoc(tool, src))
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return
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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balloon_alert(user, "circuit board inserted")
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update_appearance()
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state = CIRCUIT_CORE
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circuit = tool
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return
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if(CIRCUIT_CORE)
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if(tool.tool_behaviour == TOOL_SCREWDRIVER)
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tool.play_tool_sound(src)
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balloon_alert(user, "board screwed into place")
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state = SCREWED_CORE
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update_appearance()
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return
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if(tool.tool_behaviour == TOOL_CROWBAR)
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tool.play_tool_sound(src)
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balloon_alert(user, "circuit board removed")
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state = EMPTY_CORE
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circuit.forceMove(loc)
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return
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if(SCREWED_CORE)
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if(tool.tool_behaviour == TOOL_SCREWDRIVER && circuit)
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tool.play_tool_sound(src)
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balloon_alert(user, "circuit board unfastened")
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state = CIRCUIT_CORE
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update_appearance()
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return
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if(istype(tool, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = tool
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if(C.get_amount() >= 5)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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balloon_alert(user, "adding cables to frame...")
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if(do_after(user, 2 SECONDS, target = src) && state == SCREWED_CORE && C.use(5))
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balloon_alert(user, "added cables to frame.")
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state = CABLED_CORE
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update_appearance()
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else
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balloon_alert(user, "need five lengths of cable!")
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return
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if(CABLED_CORE)
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if(tool.tool_behaviour == TOOL_WIRECUTTER)
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if(core_mmi)
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balloon_alert(user, "remove the [AI_CORE_BRAIN(core_mmi)] first!")
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else
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tool.play_tool_sound(src)
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balloon_alert(user, "cables removed")
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state = SCREWED_CORE
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update_appearance()
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new /obj/item/stack/cable_coil(drop_location(), 5)
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return
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if(istype(tool, /obj/item/stack/sheet/rglass))
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if(!core_mmi)
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balloon_alert(user, "add a brain first!")
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return
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var/obj/item/stack/sheet/rglass/G = tool
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if(G.get_amount() >= 2)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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balloon_alert(user, "adding glass panel...")
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if(do_after(user, 2 SECONDS, target = src) && state == CABLED_CORE && G.use(2))
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balloon_alert(user, "added glass panel")
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state = GLASS_CORE
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update_appearance()
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else
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balloon_alert(user, "need two sheets of reinforced glass!")
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return
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if(istype(tool, /obj/item/ai_module))
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if(!core_mmi)
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balloon_alert(user, "no brain installed!")
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return
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if(!core_mmi.brainmob || !core_mmi.brainmob?.mind || suicide_check())
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balloon_alert(user, "[AI_CORE_BRAIN(core_mmi)] is inactive!")
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return
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if(core_mmi.laws.id != DEFAULT_AI_LAWID)
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balloon_alert(user, "[AI_CORE_BRAIN(core_mmi)] already has set laws!")
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return
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var/obj/item/ai_module/module = tool
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module.install(laws, user)
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return
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if(istype(tool, /obj/item/mmi) && !core_mmi)
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var/obj/item/mmi/M = tool
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if(!M.brain_check(user))
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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"))
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if(install != "Yes")
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return
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if(M.brainmob && HAS_TRAIT(M.brainmob, TRAIT_SUICIDED))
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to_chat(user, span_warning("[M.name] is completely useless!"))
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return
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if(!user.transferItemToLoc(M, src))
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return
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core_mmi = M
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balloon_alert(user, "added [AI_CORE_BRAIN(core_mmi)] to frame")
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update_appearance()
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return
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var/mob/living/brain/B = M.brainmob
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if(!CONFIG_GET(flag/allow_ai) || (is_banned_from(B.ckey, JOB_AI) && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user)))
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if(!QDELETED(M))
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to_chat(user, span_warning("This [M.name] does not seem to fit!"))
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return
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if(!user.transferItemToLoc(M,src))
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return
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core_mmi = M
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balloon_alert(user, "added [AI_CORE_BRAIN(core_mmi)] to frame")
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update_appearance()
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return
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if(tool.tool_behaviour == TOOL_CROWBAR && core_mmi)
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tool.play_tool_sound(src)
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balloon_alert(user, "removed [AI_CORE_BRAIN(core_mmi)]")
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if(remote_ai)
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var/mob/living/silicon/ai/remoted_ai = remote_ai
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remoted_ai.break_core_link()
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if(!IS_MALF_AI(remoted_ai))
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//don't pull back shunted malf AIs
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remoted_ai.death(gibbed = TRUE, drop_mmi = FALSE)
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///the drop_mmi param determines whether the MMI is dropped at their current location
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///which in this case would be somewhere else, so we drop their MMI at the core instead
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remoted_ai.make_mmi_drop_and_transfer(core_mmi, src)
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core_mmi.forceMove(loc) //if they're malf, just drops a blank MMI, or if it's an incomplete shell
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return //it drops the mmi that was put in before it was finished
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if(GLASS_CORE)
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if(tool.tool_behaviour == TOOL_CROWBAR)
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tool.play_tool_sound(src)
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balloon_alert(user, "removed glass panel")
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state = CABLED_CORE
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update_appearance()
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new /obj/item/stack/sheet/rglass(loc, 2)
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return
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if(tool.tool_behaviour == TOOL_SCREWDRIVER)
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if(suicide_check())
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to_chat(user, span_warning("The brain installed is completely useless."))
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return
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tool.play_tool_sound(src)
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var/atom/alert_source = src
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if(core_mmi.brainmob?.mind)
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alert_source = ai_structure_to_mob() || alert_source
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else
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state = AI_READY_CORE
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update_appearance()
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alert_source.balloon_alert(user, "connected monitor[core_mmi?.brainmob?.mind ? " and neural network" : ""]")
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return
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if(AI_READY_CORE)
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if(istype(tool, /obj/item/aicard))
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return //handled by /obj/structure/ai_core/transfer_ai()
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if(tool.tool_behaviour == TOOL_WIRECUTTER)
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tool.play_tool_sound(src)
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balloon_alert(user, "disconnected monitor")
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state = GLASS_CORE
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update_appearance()
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return
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return ..()
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/obj/structure/ai_core/proc/ai_structure_to_mob()
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var/mob/living/brain/the_brainmob = core_mmi.brainmob
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if(!the_brainmob.mind || suicide_check())
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return FALSE
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the_brainmob.mind.remove_antags_for_borging()
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if(!the_brainmob.mind.has_ever_been_ai)
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SSblackbox.record_feedback("amount", "ais_created", 1)
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var/mob/living/silicon/ai/ai_mob = null
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if(core_mmi.overrides_aicore_laws)
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ai_mob = new /mob/living/silicon/ai(loc, core_mmi.laws, the_brainmob)
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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
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else
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ai_mob = new /mob/living/silicon/ai(loc, laws, the_brainmob)
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laws = null //we're giving the new AI this datum, so let's not delete it when we qdel(src) 5 lines from now
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var/datum/antagonist/malf_ai/malf_datum = IS_MALF_AI(ai_mob)
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if(malf_datum)
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malf_datum.add_law_zero()
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if(core_mmi.force_replace_ai_name)
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ai_mob.fully_replace_character_name(ai_mob.name, core_mmi.replacement_ai_name())
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ai_mob.posibrain_inside = core_mmi.braintype == "Android"
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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)
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qdel(src)
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return ai_mob
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/obj/structure/ai_core/update_icon_state()
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switch(state)
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if(EMPTY_CORE)
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icon_state = "0"
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if(CIRCUIT_CORE)
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icon_state = "1"
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if(SCREWED_CORE)
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icon_state = "2"
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if(CABLED_CORE)
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if(core_mmi)
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icon_state = "3b"
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else
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icon_state = "3"
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if(GLASS_CORE)
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icon_state = "4"
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if(AI_READY_CORE)
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icon_state = "ai-empty"
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return ..()
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/obj/structure/ai_core/atom_deconstruct(disassembled = TRUE)
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if(state >= GLASS_CORE)
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new /obj/item/stack/sheet/rglass(loc, 2)
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if(state >= CABLED_CORE)
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new /obj/item/stack/cable_coil(loc, 5)
|
|
if(circuit)
|
|
circuit.forceMove(loc)
|
|
circuit = null
|
|
new /obj/item/stack/sheet/plasteel(loc, 4)
|
|
|
|
/// 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)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
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
|
|
AI.posibrain_inside = isnull(core_mmi) || core_mmi.braintype == "Android"
|
|
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
|
|
|
|
/obj/item/circuitboard/aicore/Initialize(mapload)
|
|
. = ..()
|
|
if(mapload && HAS_TRAIT(SSstation, STATION_TRAIT_HUMAN_AI))
|
|
return INITIALIZE_HINT_QDEL
|
|
|
|
#undef AI_CORE_BRAIN
|