mirror of
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synced 2026-01-01 04:21:42 +00:00
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
440 lines
15 KiB
Plaintext
440 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 && !core_mmi?.brainmob?.suiciding ? "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 && !core_mmi?.brainmob?.suiciding ? " 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 || core_mmi.brainmob?.suiciding)
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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=0))
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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 || core_mmi.brainmob?.suiciding)
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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?.suiciding)
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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(core_mmi?.brainmob?.suiciding)
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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 || the_brainmob.suiciding)
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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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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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/*
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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(core_mmi.brainmob.suiciding)
|
|
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
|