mirror of
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Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑
450 lines
15 KiB
Plaintext
450 lines
15 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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/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/handle_atom_del(atom/A)
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if(A == 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(A == core_mmi)
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core_mmi = null
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return ..()
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/obj/structure/ai_core/Destroy()
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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/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/P, mob/user, params)
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if(P.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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_SUCCESS
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if(!ai_structure_to_mob())
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return TOOL_ACT_TOOLTYPE_SUCCESS
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balloon_alert(user, "connected neural network")
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/ai_core/attackby(obj/item/P, mob/living/user, params)
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if(!anchored)
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if(P.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(!P.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(P.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(P, /obj/item/circuitboard/aicore))
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if(!user.transferItemToLoc(P, 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 = P
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return
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if(CIRCUIT_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.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(P.tool_behaviour == TOOL_CROWBAR)
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P.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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update_appearance()
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circuit.forceMove(loc)
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circuit = null
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return
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if(SCREWED_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER && circuit)
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P.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(P, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = P
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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, 20, 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(P.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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P.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(P, /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 = P
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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, 20, 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(P, /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 = P
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module.install(laws, user)
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return
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if(istype(P, /obj/item/mmi) && !core_mmi)
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var/obj/item/mmi/M = P
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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(P.tool_behaviour == TOOL_CROWBAR && core_mmi)
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P.play_tool_sound(src)
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balloon_alert(user, "removed [AI_CORE_BRAIN(core_mmi)]")
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core_mmi.forceMove(loc)
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core_mmi = null
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update_appearance()
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return
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if(GLASS_CORE)
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if(P.tool_behaviour == TOOL_CROWBAR)
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P.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(P.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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P.play_tool_sound(src)
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balloon_alert(user, "connected monitor[core_mmi?.brainmob?.mind ? " and neural network" : ""]")
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if(core_mmi.brainmob?.mind)
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ai_structure_to_mob()
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else
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state = AI_READY_CORE
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update_appearance()
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return
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if(AI_READY_CORE)
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if(istype(P, /obj/item/aicard))
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return //handled by /obj/structure/ai_core/transfer_ai()
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if(P.tool_behaviour == TOOL_WIRECUTTER)
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P.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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if(core_mmi.braintype == "Android")
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ai_mob.posibrain_inside = TRUE
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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 TRUE
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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/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)
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if(circuit)
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circuit.forceMove(loc)
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circuit = null
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new /obj/item/stack/sheet/plasteel(loc, 4)
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qdel(src)
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/// Quick proc to call to see if the brainmob inside of us has suicided. Returns TRUE if we have, FALSE in any other scenario.
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/obj/structure/ai_core/proc/suicide_check()
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if(isnull(core_mmi) || isnull(core_mmi.brainmob))
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return FALSE
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return HAS_TRAIT(core_mmi.brainmob, TRAIT_SUICIDED)
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/*
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This is a good place for AI-related object verbs so I'm sticking it here.
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If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
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That prevents a few funky behaviors.
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*/
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//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
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/atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(istype(card))
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if(card.flush)
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to_chat(user, span_alert("ERROR: AI flush is in progress, cannot execute transfer protocol."))
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return FALSE
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return TRUE
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/obj/structure/ai_core/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(state != AI_READY_CORE || !..())
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return
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if(core_mmi && core_mmi.brainmob)
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if(core_mmi.brainmob.mind)
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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
|
|
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
|