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* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
331 lines
11 KiB
Plaintext
331 lines
11 KiB
Plaintext
/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/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/brain
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var/can_deconstruct = TRUE
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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/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 == brain)
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brain = 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(brain)
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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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name = "inactive AI"
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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)
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. = ..()
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circuit = new(src)
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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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can_deconstruct = FALSE
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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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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(!istype(T, /turf/open/floor))
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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/attackby(obj/item/P, mob/user, params)
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if(P.tool_behaviour == TOOL_WRENCH)
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return default_unfasten_wrench(user, P, 20)
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if(!anchored)
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if(P.tool_behaviour == TOOL_WELDER && can_deconstruct)
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if(state != EMPTY_CORE)
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to_chat(user, span_warning("The core must be empty to deconstruct it!"))
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return
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if(!P.tool_start_check(user, amount=0))
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return
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to_chat(user, span_notice("You start to deconstruct the frame..."))
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if(P.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE)
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to_chat(user, span_notice("You deconstruct the frame."))
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deconstruct(TRUE)
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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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to_chat(user, span_notice("You place the circuit board inside the frame."))
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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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to_chat(user, span_notice("You screw the circuit board 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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to_chat(user, span_notice("You remove the circuit board."))
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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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to_chat(user, span_notice("You unfasten the circuit board."))
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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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to_chat(user, span_notice("You start to add cables to the frame..."))
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if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
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to_chat(user, span_notice("You add cables to the frame."))
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state = CABLED_CORE
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update_appearance()
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else
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to_chat(user, span_warning("You need five lengths of cable to wire the AI core!"))
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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(brain)
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to_chat(user, span_warning("Get that [brain.name] out of there first!"))
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else
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P.play_tool_sound(src)
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to_chat(user, span_notice("You remove the cables."))
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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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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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to_chat(user, span_notice("You start to put in the glass panel..."))
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if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
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to_chat(user, span_notice("You put in the glass panel."))
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state = GLASS_CORE
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update_appearance()
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else
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to_chat(user, span_warning("You need two sheets of reinforced glass to insert them into the AI core!"))
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return
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if(istype(P, /obj/item/ai_module))
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if(brain && brain.laws.id != DEFAULT_AI_LAWID)
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to_chat(user, span_warning("The installed [brain.name] 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) && !brain)
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var/obj/item/mmi/M = P
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if(!M.brain_check(user))
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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, "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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brain = M
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to_chat(user, span_notice("You add [M.name] to the frame."))
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update_appearance()
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return
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if(P.tool_behaviour == TOOL_CROWBAR && brain)
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P.play_tool_sound(src)
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to_chat(user, span_notice("You remove the brain."))
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brain.forceMove(loc)
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brain = 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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to_chat(user, span_notice("You remove the 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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P.play_tool_sound(src)
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to_chat(user, span_notice("You connect the monitor."))
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if(brain)
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var/mob/living/brain/B = brain.brainmob
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B.mind?.remove_antags_for_borging()
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var/mob/living/silicon/ai/A = null
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if (brain.overrides_aicore_laws)
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A = new /mob/living/silicon/ai(loc, brain.laws, B)
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brain.laws = null //Brain's law datum is being donated, so we need the brain to let it go or the GC will eat it
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else
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A = new /mob/living/silicon/ai(loc, laws, B)
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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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if(brain.force_replace_ai_name)
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A.fully_replace_character_name(A.name, brain.replacement_ai_name())
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SSblackbox.record_feedback("amount", "ais_created", 1)
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deadchat_broadcast(" has been brought online at <b>[get_area_name(A, TRUE)]</b>.", span_name("[A]"), follow_target=A, message_type=DEADCHAT_ANNOUNCEMENT)
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qdel(src)
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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_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, span_notice("You disconnect the 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/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(brain)
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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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/*
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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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//Transferring a carded AI to a core.
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if(interaction == AI_TRANS_FROM_CARD)
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AI.control_disabled = FALSE
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AI.radio_enabled = TRUE
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AI.forceMove(loc) // to replace the terminal.
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to_chat(AI, span_notice("You have been uploaded to a stationary terminal. Remote device connection restored."))
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to_chat(user, "[span_boldnotice("Transfer successful")]: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.")
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card.AI = null
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AI.battery = circuit.battery
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qdel(src)
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else //If for some reason you use an empty card on an empty AI terminal.
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to_chat(user, span_alert("There is no AI loaded on this terminal."))
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/obj/item/circuitboard/aicore
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name = "AI core (AI Core Board)" //Well, duh, but best to be consistent
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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
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