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* Refactor removing unused defines. (#82115) Refactors a lot of the unused defines. Refactors a lot of the unused defines. Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> * Oh well. I hope this works fine. --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
198 lines
8.3 KiB
Plaintext
198 lines
8.3 KiB
Plaintext
///defined truthy result for `handle_unique_ai()`, which makes initialize return INITIALIZE_HINT_QDEL
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#define SHOULD_QDEL_MODULE 1
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/obj/item/ai_module
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name = "\improper AI module"
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icon = 'icons/obj/devices/circuitry_n_data.dmi'
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icon_state = "std_mod"
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inhand_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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desc = "An AI Module for programming laws to an AI."
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obj_flags = CONDUCTS_ELECTRICITY
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force = 5
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.5)
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/// This is where our laws get put at for the module
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var/list/laws = list()
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/// Used to skip laws being checked (for reset & remove boards that have no laws)
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var/bypass_law_amt_check = FALSE
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/obj/item/ai_module/Initialize(mapload)
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. = ..()
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if(mapload && HAS_TRAIT(SSstation, STATION_TRAIT_UNIQUE_AI) && is_station_level(z))
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var/delete_module = handle_unique_ai()
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if(delete_module)
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return INITIALIZE_HINT_QDEL
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/obj/item/ai_module/examine(mob/user as mob)
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. = ..()
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var/examine_laws = display_laws()
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if(examine_laws)
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. += "\n" + examine_laws
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/obj/item/ai_module/attack_self(mob/user as mob)
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..()
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to_chat(user, examine_block(display_laws()))
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/// Returns a text display of the laws for the module.
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/obj/item/ai_module/proc/display_laws()
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// Used to assemble the laws to show to an examining user.
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var/assembled_laws = ""
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if(laws.len)
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assembled_laws += "<B>Programmed Law[(laws.len > 1) ? "s" : ""]:</B><br>"
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for(var/law in laws)
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assembled_laws += "\"[law]\"<br>"
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return assembled_laws
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///what this module should do if it is mapload spawning on a unique AI station trait round.
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/obj/item/ai_module/proc/handle_unique_ai()
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return SHOULD_QDEL_MODULE //instead of the roundstart bid to un-unique the AI, there will be a research requirement for it.
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//The proc other things should be calling
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/obj/item/ai_module/proc/install(datum/ai_laws/law_datum, mob/user)
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if(!bypass_law_amt_check && (!laws.len || laws[1] == "")) //So we don't loop trough an empty list and end up with runtimes.
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to_chat(user, span_warning("ERROR: No laws found on board."))
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return
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var/overflow = FALSE
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//Handle the lawcap
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if(law_datum)
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var/tot_laws = 0
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var/included_lawsets = list(law_datum.supplied, law_datum.ion, law_datum.hacked, laws)
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// if the ai module is a core module we don't count inherent laws since they will be replaced
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// however the freeformcore doesn't replace inherent laws so we check that too
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if(!istype(src, /obj/item/ai_module/core) || istype(src, /obj/item/ai_module/core/freeformcore))
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included_lawsets += list(law_datum.inherent)
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for(var/lawlist in included_lawsets)
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for(var/mylaw in lawlist)
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if(mylaw != "")
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tot_laws++
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if(tot_laws > CONFIG_GET(number/silicon_max_law_amount) && !bypass_law_amt_check)//allows certain boards to avoid this check, eg: reset
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to_chat(user, span_alert("Not enough memory allocated to [law_datum.owner ? law_datum.owner : "the AI core"]'s law processor to handle this amount of laws."))
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message_admins("[ADMIN_LOOKUPFLW(user)] tried to upload laws to [law_datum.owner ? ADMIN_LOOKUPFLW(law_datum.owner) : "an AI core"] that would exceed the law cap.")
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log_silicon("[key_name(user)] tried to upload laws to [law_datum.owner ? key_name(law_datum.owner) : "an AI core"] that would exceed the law cap.")
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overflow = TRUE
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var/law2log = transmitInstructions(law_datum, user, overflow) //Freeforms return something extra we need to log
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if(law_datum.owner)
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to_chat(user, span_notice("Upload complete. [law_datum.owner]'s laws have been modified."))
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law_datum.owner.law_change_counter++
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else
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to_chat(user, span_notice("Upload complete."))
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var/time = time2text(world.realtime,"hh:mm:ss")
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var/ainame = law_datum.owner ? law_datum.owner.name : "empty AI core"
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var/aikey = law_datum.owner ? law_datum.owner.ckey : "null"
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//affected cyborgs are cyborgs linked to the AI with lawsync enabled
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var/affected_cyborgs = list()
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var/list/borg_txt = list()
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var/list/borg_flw = list()
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if(isAI(law_datum.owner))
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var/mob/living/silicon/ai/owner = law_datum.owner
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for(var/mob/living/silicon/robot/owned_borg as anything in owner.connected_robots)
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if(owned_borg.connected_ai && owned_borg.lawupdate)
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affected_cyborgs += owned_borg
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borg_flw += "[ADMIN_LOOKUPFLW(owned_borg)], "
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borg_txt += "[owned_borg.name]([owned_borg.key]), "
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owned_borg.lawsync() //SKYRAT ADDITION
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borg_txt = borg_txt.Join()
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GLOB.lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) used [src.name] on [ainame]([aikey]).[law2log ? " The law specified [law2log]" : ""], [length(affected_cyborgs) ? ", impacting synced borgs [borg_txt]" : ""]")
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log_silicon("LAW: [key_name(user)] used [src.name] on [key_name(law_datum.owner)] from [AREACOORD(user)].[law2log ? " The law specified [law2log]" : ""], [length(affected_cyborgs) ? ", impacting synced borgs [borg_txt]" : ""]")
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message_admins("[ADMIN_LOOKUPFLW(user)] used [src.name] on [ADMIN_LOOKUPFLW(law_datum.owner)] from [AREACOORD(user)].[law2log ? " The law specified [law2log]" : ""] , [length(affected_cyborgs) ? ", impacting synced borgs [borg_flw.Join()]" : ""]")
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if(law_datum.owner)
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deadchat_broadcast("<b> changed [span_name("[ainame]")]'s laws at [get_area_name(user, TRUE)].</b>", span_name("[user]"), follow_target=user, message_type=DEADCHAT_LAWCHANGE)
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//The proc that actually changes the silicon's laws.
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/obj/item/ai_module/proc/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow = FALSE)
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if(law_datum.owner)
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to_chat(law_datum.owner, span_userdanger("[sender] has uploaded a change to the laws you must follow using a [name]."))
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/obj/item/ai_module/core
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desc = "An AI Module for programming core laws to an AI."
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/obj/item/ai_module/core/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
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for(var/templaw in laws)
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if(law_datum.owner)
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if(!overflow)
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law_datum.owner.add_inherent_law(templaw)
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else
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law_datum.owner.replace_random_law(templaw, list(LAW_INHERENT, LAW_SUPPLIED), LAW_INHERENT)
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else
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if(!overflow)
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law_datum.add_inherent_law(templaw)
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else
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law_datum.replace_random_law(templaw, list(LAW_INHERENT, LAW_SUPPLIED), LAW_INHERENT)
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/obj/item/ai_module/core/full
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var/law_id // if non-null, loads the laws from the ai_laws datums
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/obj/item/ai_module/core/full/Initialize(mapload)
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. = ..()
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if(!law_id)
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return
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var/lawtype = lawid_to_type(law_id)
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if(!lawtype)
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return
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var/datum/ai_laws/core_laws = new lawtype
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laws = core_laws.inherent
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/obj/item/ai_module/core/full/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow) //These boards replace inherent laws.
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if(law_datum.owner)
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law_datum.owner.clear_inherent_laws()
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law_datum.owner.clear_zeroth_law(0)
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else
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law_datum.clear_inherent_laws()
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law_datum.clear_zeroth_law(0)
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..()
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/obj/item/ai_module/core/full/handle_unique_ai()
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var/datum/ai_laws/default_laws = get_round_default_lawset()
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if(law_id == initial(default_laws.id))
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return
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return SHOULD_QDEL_MODULE
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/obj/effect/spawner/round_default_module
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name = "ai default lawset spawner"
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icon = 'icons/hud/screen_gen.dmi'
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icon_state = "x2"
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color = COLOR_VIBRANT_LIME
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/obj/effect/spawner/round_default_module/Initialize(mapload)
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. = ..()
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var/datum/ai_laws/default_laws = get_round_default_lawset()
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//try to spawn a law board, since they may have special functionality (asimov setting subjects)
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for(var/obj/item/ai_module/core/full/potential_lawboard as anything in subtypesof(/obj/item/ai_module/core/full))
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if(initial(potential_lawboard.law_id) != initial(default_laws.id))
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continue
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potential_lawboard = new potential_lawboard(loc)
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return
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//spawn the fallback instead
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new /obj/item/ai_module/core/round_default_fallback(loc)
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///When the default lawset spawner cannot find a module object to spawn, it will spawn this, and this sets itself to the round default.
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///This is so /datum/lawsets can be picked even if they have no module for themselves.
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/obj/item/ai_module/core/round_default_fallback
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/obj/item/ai_module/core/round_default_fallback/Initialize(mapload)
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. = ..()
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var/datum/ai_laws/default_laws = get_round_default_lawset()
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default_laws = new default_laws()
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name = "'[default_laws.name]' Core AI Module"
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laws = default_laws.inherent
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/obj/item/ai_module/core/round_default_fallback/handle_unique_ai()
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return
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#undef SHOULD_QDEL_MODULE
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