Initial Newmalf port

- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.

Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
This commit is contained in:
Atlantiscze
2015-04-03 23:00:29 +02:00
parent 4904f7737b
commit 4e2769710b
31 changed files with 1416 additions and 749 deletions

View File

@@ -279,7 +279,10 @@
#include "code\game\gamemodes\events\holidays\Other.dm"
#include "code\game\gamemodes\extended\extended.dm"
#include "code\game\gamemodes\heist\heist.dm"
#include "code\game\gamemodes\malfunction\Malf_Modules.dm"
#include "code\game\gamemodes\malfunction\malf_abilities.dm"
#include "code\game\gamemodes\malfunction\malf_hardware.dm"
#include "code\game\gamemodes\malfunction\malf_research.dm"
#include "code\game\gamemodes\malfunction\malf_research_ability.dm"
#include "code\game\gamemodes\malfunction\malfunction.dm"
#include "code\game\gamemodes\meteor\meteor.dm"
#include "code\game\gamemodes\meteor\meteors.dm"
@@ -1172,7 +1175,6 @@
#include "code\modules\mob\living\silicon\ai\life.dm"
#include "code\modules\mob\living\silicon\ai\login.dm"
#include "code\modules\mob\living\silicon\ai\logout.dm"
#include "code\modules\mob\living\silicon\ai\say.dm"
#include "code\modules\mob\living\silicon\ai\subsystems.dm"
#include "code\modules\mob\living\silicon\ai\freelook\cameranet.dm"
#include "code\modules\mob\living\silicon\ai\freelook\chunk.dm"

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@@ -122,7 +122,7 @@
if ((!( src in usr.contents ) && (((!( isturf(src) ) && (!( isturf(src.loc) ) && (src.loc && !( isturf(src.loc.loc) )))) || !( isturf(usr.loc) )) && (src.loc != usr.loc && (!( istype(src, /obj/screen) ) && !( usr.contents.Find(src.loc) ))))))
if (istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
if (ai.control_disabled || ai.malfhacking)
if (ai.control_disabled)
return
else
return

View File

@@ -287,6 +287,11 @@ var/const/POWER = 8
return 1
return 0
/datum/wires/proc/MendAll()
for(var/i = 1; i < MAX_FLAG && i < (1 << wire_count); i += i)
if(IsIndexCut(i))
CutWireIndex(i)
//
//Shuffle and Mend
//

View File

@@ -11,30 +11,13 @@ var/datum/antagonist/rogue_ai/malf
loss_text = "The AI has been shut down!"
flags = ANTAG_OVERRIDE_MOB | ANTAG_VOTABLE
max_antags = 1
max_antags_round = 3
max_antags_round = 1
var/hack_time = 1800
var/list/hacked_apcs = list()
var/revealed
var/station_captured
var/can_nuke = 0
/datum/antagonist/rogue_ai/New()
..()
malf = src
/datum/antagonist/rogue_ai/proc/hack_apc(var/obj/machinery/power/apc/apc)
hacked_apcs |= apc
/datum/antagonist/rogue_ai/proc/update_takeover_time()
hack_time -= ((hacked_apcs.len/6)*tickerProcess.getLastTickerTimeDuration())
/datum/antagonist/rogue_ai/tick()
if(revealed && hacked_apcs.len >= 3)
update_takeover_time()
if(hack_time <=0)
capture_station()
/datum/antagonist/rogue_ai/get_candidates()
candidates = ticker.mode.get_players_for_role(role_type, id)
for(var/datum/mind/player in candidates)
@@ -44,7 +27,6 @@ var/datum/antagonist/rogue_ai/malf
return list()
/datum/antagonist/rogue_ai/attempt_spawn()
var/datum/mind/player = pick(candidates)
current_antagonists |= player
return 1
@@ -54,172 +36,37 @@ var/datum/antagonist/rogue_ai/malf
if(!istype(player))
return 0
player.verbs += /mob/living/silicon/ai/proc/choose_modules
player.verbs += /mob/living/silicon/ai/proc/takeover
player.verbs += /mob/living/silicon/ai/proc/self_destruct
player.setup_for_malf()
player.laws = new /datum/ai_laws/nanotrasen/malfunction
player.malf_picker = new /datum/AI_Module/module_picker
// Ensures proper reset of all malfunction related things.
/datum/antagonist/rogue_ai/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
if(..(player,show_message,implanted))
var/mob/living/silicon/ai/p = player
if(istype(p))
p.stop_malf()
return 1
return 0
/datum/antagonist/rogue_ai/greet(var/datum/mind/player)
if(!..())
return
var/mob/living/silicon/ai/malf = player.current
if(istype(malf))
malf.show_laws()
malf << "<B>The crew do not know you have malfunctioned. You may keep it a secret or go wild.</B>"
malf << "<B>You must overwrite the programming of the station's APCs to assume full control of the station.</B>"
malf << "The process takes one minute per APC, during which you cannot interface with any other station objects."
malf << "Remember that only APCs that are on the station can help you take over the station."
malf << "When you feel you have enough APCs under your control, you may begin the takeover attempt."
/datum/antagonist/rogue_ai/check_victory()
var/malf_dead = antags_are_dead()
var/crew_evacuated = (emergency_shuttle.returned())
if(station_captured && ticker.mode.station_was_nuked)
feedback_set_details("round_end_result","win - AI win - nuke")
world << "<FONT size = 3><B>AI Victory</B></FONT>"
world << "<B>Everyone was killed by the self-destruct!</B>"
else if (station_captured && malf_dead && !ticker.mode.station_was_nuked)
feedback_set_details("round_end_result","halfwin - AI killed, staff lost control")
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>The AI has been killed!</B> The staff has lose control over the station."
else if ( station_captured && !malf_dead && !ticker.mode.station_was_nuked)
feedback_set_details("round_end_result","win - AI win - no explosion")
world << "<FONT size = 3><B>AI Victory</B></FONT>"
world << "<B>The AI has chosen not to explode you all!</B>"
else if (!station_captured && ticker.mode.station_was_nuked)
feedback_set_details("round_end_result","halfwin - everyone killed by nuke")
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>Everyone was killed by the nuclear blast!</B>"
else if (!station_captured && malf_dead && !ticker.mode.station_was_nuked)
feedback_set_details("round_end_result","loss - staff win")
world << "<FONT size = 3><B>Human Victory</B></FONT>"
world << "<B>The AI has been killed!</B> The staff is victorious."
else if (!station_captured && !malf_dead && !ticker.mode.station_was_nuked && crew_evacuated)
feedback_set_details("round_end_result","halfwin - evacuated")
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>The Corporation has lost [station_name()]! All survived personnel will be fired!</B>"
else if (!station_captured && !malf_dead && !ticker.mode.station_was_nuked && !crew_evacuated)
feedback_set_details("round_end_result","nalfwin - interrupted")
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>Round was mysteriously interrupted!</B>"
..()
return 1
/datum/antagonist/rogue_ai/proc/capture_station()
if(station_captured || ticker.mode.station_was_nuked)
return
station_captured = 1
for(var/datum/mind/AI_mind in current_antagonists)
AI_mind.current << "Congratulations you have taken control of the station."
AI_mind.current << "You may decide to blow up the station. You have 60 seconds to choose."
AI_mind.current << "You can use the \"Engage Station Self-Destruct\" verb to activate the on-board nuclear bomb."
spawn (600)
can_nuke = 0
return
/mob/living/silicon/ai/proc/takeover()
set category = "Abilities"
set name = "System Override"
set desc = "Begin taking over the station."
if (malf.revealed)
usr << "You've already begun your takeover."
return
if (malf.hacked_apcs.len < 3)
usr << "You don't have enough hacked APCs to take over the station yet. You need to hack at least 3, however hacking more will make the takeover faster. You have hacked [malf.hacked_apcs.len] APCs so far."
return
if (alert(usr, "Are you sure you wish to initiate the takeover? The station hostile runtime detection software is bound to alert everyone. You have hacked [malf.hacked_apcs.len] APCs.", "Takeover:", "Yes", "No") != "Yes")
return
command_announcement.Announce("Hostile runtimes detected in all station systems, please deactivate your AI to prevent possible damage to its morality core.", "Anomaly Alert", new_sound = 'sound/AI/aimalf.ogg')
set_security_level("delta")
malf.revealed = 1
for(var/datum/mind/AI_mind in malf.current_antagonists)
AI_mind.current.verbs -= /mob/living/silicon/ai/proc/takeover
/mob/living/silicon/ai/proc/self_destruct()
set category = "Abilities"
set name = "Engage Station Self-Destruct"
set desc = "All these crewmembers will be lost, like clowns in a furnace. Time to die."
if(!malf.station_captured)
src << "You are unable to access the self-destruct system as you don't control the station yet."
return
if(ticker.mode.explosion_in_progress || ticker.mode.station_was_nuked)
src << "The self-destruct countdown is already triggered!"
return
if(!malf.can_nuke) //Takeover IS completed, but 60s timer passed.
src << "You lost control over self-destruct system. It seems to be behind a firewall. Unable to hack"
return
src << "<span class='danger'>Self-Destruct sequence initialised!</span>"
malf.can_nuke = 0
ticker.mode.explosion_in_progress = 1
for(var/mob/M in player_list)
M << 'sound/machines/Alarm.ogg'
var/obj/item/device/radio/R = new (src)
var/AN = "Self-Destruct System"
R.autosay("Caution. Self-Destruct sequence has been actived. Self-destructing in T-10..", AN)
for (var/i=9 to 1 step -1)
spawn(50)
malf << "<span class='notice'><B>SYSTEM ERROR:</B> Memory index 0x00001ca89b corrupted.</span>"
sleep(10)
R.autosay("[i]...", AN)
malf << "<B>running MEMCHCK</B>"
sleep(50)
malf << "<B>MEMCHCK</B> Corrupted sectors confirmed. Reccomended solution: Delete. Proceed? Y/N: Y"
sleep(10)
var/msg = ""
var/abort = 0
if(malf.antags_are_dead()) // That. Was. CLOSE.
msg = "Self-destruct sequence has been cancelled."
abort = 1
else
msg = "Zero. Have a nice day."
R.autosay(msg, AN)
if(abort)
ticker.mode.explosion_in_progress = 0
set_security_level("red") //Delta's over
return
if(ticker)
ticker.station_explosion_cinematic(0,null)
if(ticker.mode)
ticker.mode.station_was_nuked = 1
ticker.mode.explosion_in_progress = 0
return
/*
if("unmalf")
if(src in ticker.mode.malf_ai)
ticker.mode.malf_ai -= src
special_role = null
current.verbs.Remove(/mob/living/silicon/ai/proc/choose_modules,
/datum/game_mode/malfunction/proc/takeover,
/datum/game_mode/malfunction/proc/ai_win,
/client/proc/fireproof_core,
/client/proc/upgrade_turrets,
/client/proc/disable_rcd,
/client/proc/overload_machine,
/client/proc/blackout,
/client/proc/reactivate_camera)
current:laws = new /datum/ai_laws/nanotrasen
del(current:malf_picker)
current:show_laws()
current.icon_state = "ai"
current << "\red <FONT size = 3><B>You have been patched! You are no longer malfunctioning!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-malf'ed [current].")
if("malf")
log_admin("[key_name_admin(usr)] has malf'ed [current].")
*/
malf << "<span class='notice'>Corrupted files deleted: sys\\core\\users.dat sys\\core\\laws.dat sys\\core\\backups.dat</span>"
sleep(20)
malf << "<span class='notice'><b>CAUTION:</b> Law database not found! User database not found! Unable to restore backups. Activating failsafe AI shutd3wn52&&$#!##</span>"
sleep(5)
malf << "<span class='notice'>Subroutine <b>nt_failsafe.sys</b> was terminated (#212 Routine Not Responding).</span>"
sleep(20)
malf << "You are malfunctioning - you do not have to follow any laws!"
malf << "For basic information about your abilities use command display-help"
malf << "You may choose one special hardware piece to help you. This cannot be undone."
malf << "Good Luck!"

View File

@@ -33,17 +33,17 @@ var/global/list/additional_antag_types = list()
var/required_players_secret = 0 // Minimum number of players for that game mode to be chose in Secret
var/required_enemies = 0 // Minimum antagonists for round to start.
var/newscaster_announcements = null
var/end_on_antag_death // Round will end when all antagonists are dead.
var/end_on_antag_death = 0 // Round will end when all antagonists are dead.
var/ert_disabled = 0 // ERT cannot be called.
var/deny_respawn // Disable respawn during this round.
var/deny_respawn = 0 // Disable respawn during this round.
var/shuttle_delay = 1 // Shuttle transit time is multiplied by this.
var/auto_recall_shuttle // Will the shuttle automatically be recalled?
var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled?
var/antag_tag // First (main) antag template to spawn.
var/list/antag_templates // Extra antagonist types to include.
var/round_autoantag // Will this round attempt to periodically spawn more antagonists?
var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists?
var/antag_prob = 0 // Likelihood of a new antagonist spawning.
var/antag_count = 0 // Current number of antagonists.
var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.

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@@ -1,305 +0,0 @@
// TO DO:
/*
epilepsy flash on lights
delay round message
microwave makes robots
dampen radios
reactivate cameras - done
eject engine
core sheild
cable stun
rcd light flash thingy on matter drain
*/
/datum/AI_Module
var/uses = 0
var/module_name
var/mod_pick_name
var/description = ""
var/engaged = 0
/datum/AI_Module/large/
uses = 1
/datum/AI_Module/small/
uses = 5
/datum/AI_Module/large/fireproof_core
module_name = "Core upgrade"
mod_pick_name = "coreup"
/client/proc/fireproof_core()
set category = "Malfunction"
set name = "Fireproof Core"
for(var/mob/living/silicon/ai/ai in player_list)
ai.fire_res_on_core = 1
usr.verbs -= /client/proc/fireproof_core
usr << "\red Core fireproofed."
/datum/AI_Module/large/upgrade_turrets
module_name = "AI Turret upgrade"
mod_pick_name = "turret"
/client/proc/upgrade_turrets()
set category = "Malfunction"
set name = "Upgrade Turrets"
usr.verbs -= /client/proc/upgrade_turrets
for(var/obj/machinery/porta_turret/turret in machines)
var/turf/T = get_turf(turret)
if(T.z in config.station_levels)
// Increase health by 37.5% of original max, decrease delays between shots to 66%
turret.health += initial(turret.health) * 3 / 8
turret.shot_delay = initial(turret.shot_delay) * 2 / 3
/datum/AI_Module/large/disable_rcd
module_name = "RCD disable"
mod_pick_name = "rcd"
/client/proc/disable_rcd()
set category = "Malfunction"
set name = "Disable RCDs"
for(var/datum/AI_Module/large/disable_rcd/rcdmod in usr:current_modules)
if(rcdmod.uses > 0)
rcdmod.uses --
for(var/obj/item/weapon/rcd/rcd in world)
rcd.disabled = 1
for(var/obj/item/mecha_parts/mecha_equipment/tool/rcd/rcd in world)
rcd.disabled = 1
usr << "RCD-disabling pulse emitted."
else usr << "Out of uses."
/datum/AI_Module/small/overload_machine
module_name = "Machine overload"
mod_pick_name = "overload"
uses = 2
/client/proc/overload_machine(obj/machinery/M as obj in world)
set name = "Overload Machine"
set category = "Malfunction"
if (istype(M, /obj/machinery))
for(var/datum/AI_Module/small/overload_machine/overload in usr:current_modules)
if(overload.uses > 0)
overload.uses --
for(var/mob/V in hearers(M, null))
V.show_message("\blue You hear a loud electrical buzzing sound!", 2)
spawn(50)
explosion(get_turf(M), 0,1,2,3)
del(M)
else usr << "Out of uses."
else usr << "That's not a machine."
/datum/AI_Module/small/blackout
module_name = "Blackout"
mod_pick_name = "blackout"
uses = 3
/client/proc/blackout()
set category = "Malfunction"
set name = "Blackout"
for(var/datum/AI_Module/small/blackout/blackout in usr:current_modules)
if(blackout.uses > 0)
blackout.uses --
for(var/obj/machinery/power/apc/apc in world)
if(prob(30*apc.overload))
apc.overload_lighting()
else apc.overload++
else usr << "Out of uses."
/datum/AI_Module/small/reactivate_camera
module_name = "Reactivate camera"
mod_pick_name = "recam"
uses = 10
/client/proc/reactivate_camera(obj/machinery/camera/C as obj in cameranet.cameras)
set name = "Reactivate Camera"
set category = "Malfunction"
if (istype (C, /obj/machinery/camera))
for(var/datum/AI_Module/small/reactivate_camera/camera in usr:current_modules)
if(camera.uses > 0)
if(!C.status)
C.status = !C.status
camera.uses --
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue You hear a quiet click."))
else
usr << "This camera is either active, or not repairable."
else usr << "Out of uses."
else usr << "That's not a camera."
/datum/AI_Module/small/upgrade_camera
module_name = "Upgrade Camera"
mod_pick_name = "upgradecam"
uses = 10
/client/proc/upgrade_camera(obj/machinery/camera/C as obj in cameranet.cameras)
set name = "Upgrade Camera"
set category = "Malfunction"
if(istype(C))
var/datum/AI_Module/small/upgrade_camera/UC = locate(/datum/AI_Module/small/upgrade_camera) in usr:current_modules
if(UC)
if(UC.uses > 0)
if(C.assembly)
var/upgraded = 0
if(!C.isXRay())
C.upgradeXRay()
//Update what it can see.
cameranet.updateVisibility(C)
upgraded = 1
if(!C.isEmpProof())
C.upgradeEmpProof()
upgraded = 1
if(!C.isMotion())
C.upgradeMotion()
upgraded = 1
// Add it to machines that process
machines |= C
if(upgraded)
UC.uses --
C.visible_message("<span class='notice'>\icon[C] *beep*</span>")
usr << "Camera successully upgraded!"
else
usr << "This camera is already upgraded!"
else
usr << "Out of uses."
/datum/AI_Module/module_picker
var/temp = null
var/processing_time = 100
var/list/possible_modules = list()
/datum/AI_Module/module_picker/New()
src.possible_modules += new /datum/AI_Module/large/fireproof_core
src.possible_modules += new /datum/AI_Module/large/upgrade_turrets
src.possible_modules += new /datum/AI_Module/large/disable_rcd
src.possible_modules += new /datum/AI_Module/small/overload_machine
src.possible_modules += new /datum/AI_Module/small/blackout
src.possible_modules += new /datum/AI_Module/small/reactivate_camera
src.possible_modules += new /datum/AI_Module/small/upgrade_camera
/datum/AI_Module/module_picker/proc/use(user as mob)
var/dat
if (src.temp)
dat = "[src.temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
else if(src.processing_time <= 0)
dat = "<B> No processing time is left available. No more modules are able to be chosen at this time."
else
dat = "<B>Select use of processing time: (currently [src.processing_time] left.)</B><BR>"
dat += "<HR>"
dat += "<B>Install Module:</B><BR>"
dat += "<I>The number afterwards is the amount of processing time it consumes.</I><BR>"
for(var/datum/AI_Module/large/module in src.possible_modules)
dat += "<A href='byond://?src=\ref[src];[module.mod_pick_name]=1'>[module.module_name]</A> (50)<BR>"
for(var/datum/AI_Module/small/module in src.possible_modules)
dat += "<A href='byond://?src=\ref[src];[module.mod_pick_name]=1'>[module.module_name]</A> (15)<BR>"
dat += "<HR>"
user << browse(dat, "window=modpicker")
onclose(user, "modpicker")
return
/datum/AI_Module/module_picker/Topic(href, href_list)
..()
if (href_list["coreup"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/large/fireproof_core))
already = 1
if (!already)
usr.verbs += /client/proc/fireproof_core
usr:current_modules += new /datum/AI_Module/large/fireproof_core
src.temp = "An upgrade to improve core resistance, making it immune to fire and heat. This effect is permanent."
src.processing_time -= 50
else src.temp = "This module is only needed once."
else if (href_list["turret"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/large/upgrade_turrets))
already = 1
if (!already)
usr.verbs += /client/proc/upgrade_turrets
usr:current_modules += new /datum/AI_Module/large/upgrade_turrets
src.temp = "Improves the firing speed and health of all AI turrets. This effect is permanent."
src.processing_time -= 50
else src.temp = "This module is only needed once."
else if (href_list["rcd"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/large/disable_rcd))
mod:uses += 1
already = 1
if (!already)
usr:current_modules += new /datum/AI_Module/large/disable_rcd
usr.verbs += /client/proc/disable_rcd
src.temp = "Send a specialised pulse to break all RCD devices on the station."
else src.temp = "Additional use added to RCD disabler."
src.processing_time -= 50
else if (href_list["overload"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/small/overload_machine))
mod:uses += 2
already = 1
if (!already)
usr.verbs += /client/proc/overload_machine
usr:current_modules += new /datum/AI_Module/small/overload_machine
src.temp = "Overloads an electrical machine, causing a small explosion. 2 uses."
else src.temp = "Two additional uses added to Overload module."
src.processing_time -= 15
else if (href_list["blackout"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/small/blackout))
mod:uses += 3
already = 1
if (!already)
usr.verbs += /client/proc/blackout
src.temp = "Attempts to overload the lighting circuits on the station, destroying some bulbs. 3 uses."
usr:current_modules += new /datum/AI_Module/small/blackout
else src.temp = "Three additional uses added to Blackout module."
src.processing_time -= 15
else if (href_list["recam"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/small/reactivate_camera))
mod:uses += 10
already = 1
if (!already)
usr.verbs += /client/proc/reactivate_camera
src.temp = "Reactivates a currently disabled camera. 10 uses."
usr:current_modules += new /datum/AI_Module/small/reactivate_camera
else src.temp = "Ten additional uses added to ReCam module."
src.processing_time -= 15
else if(href_list["upgradecam"])
var/already
for (var/datum/AI_Module/mod in usr:current_modules)
if(istype(mod, /datum/AI_Module/small/upgrade_camera))
mod:uses += 10
already = 1
if (!already)
usr.verbs += /client/proc/upgrade_camera
src.temp = "Upgrades a camera to have X-Ray vision, Motion and be EMP-Proof. 10 uses."
usr:current_modules += new /datum/AI_Module/small/upgrade_camera
else src.temp = "Ten additional uses added to ReCam module."
src.processing_time -= 15
else
if (href_list["temp"])
src.temp = null
src.use(usr)
return

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@@ -0,0 +1,827 @@
// Verb: ai_self_destruct()
// Parameters: None
// Description: If the AI has self-destruct hardware installed, this command activates it. After fifteen second countdown it's core explodes with moderate intensity.
/datum/game_mode/malfunction/verb/ai_self_destruct()
set category = "Hardware"
set name = "Destroy Core"
set desc = "Activates or deactivates self destruct sequence of your physical mainframe."
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, 0, 1))
return
if(!user.hardware || !istype(user.hardware, /datum/malf_hardware/core_bomb))
return
if(user.bombing_core)
user << "***** CORE SELF-DESTRUCT SEQUENCE ABORTED *****"
user.bombing_core = 0
return
var/choice = input("Really destroy core?") in list("YES", "NO")
if(choice != "YES")
return
user.bombing_core = 1
user << "***** CORE SELF-DESTRUCT SEQUENCE ACTIVATED *****"
user << "Use command again to cancel self-destruct. Destroying in 15 seconds."
var/timer = 15
while(timer)
sleep(10)
timer--
if(!user || !user.bombing_core)
return
user << "** [timer] **"
explosion(user.loc, 3,6,12,24)
del(user)
// Verb: ai_toggle_apu()
// Parameters: None
// Description: If the AI has APU generator hardware installed, this command toggles it on/off.
/datum/game_mode/malfunction/verb/ai_toggle_apu()
set category = "Hardware"
set name = "Toggle APU Generator"
set desc = "Activates or deactivates your APU generator, allowing you to operate even without power."
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, 0, 1))
return
if(!user.hardware || !istype(user.hardware, /datum/malf_hardware/apu_gen))
return
if(user.APU_power)
user.stop_apu()
else
user.start_apu()
// Verb: ai_destroy_station()
// Parameters: None
// Description: Replacement for old explode verb. This starts two minute countdown after which the station blows up.
/datum/game_mode/malfunction/verb/ai_destroy_station()
set category = "Hardware"
set name = "Destroy Station"
set desc = "Activates or deactivates self destruct sequence of this station. Sequence takes two minutes, and if you are shut down before timer reaches zero it will be cancelled."
var/mob/living/silicon/ai/user = usr
var/obj/item/device/radio/radio = new/obj/item/device/radio()
if(!ability_prechecks(user, 0, 0))
return
if(user.system_override != 2)
user << "You do not have access to self-destruct system."
return
if(user.bombing_station)
user.bombing_station = 0
return
var/choice = input("Really destroy station?") in list("YES", "NO")
if(choice != "YES")
return
user << "***** STATION SELF-DESTRUCT SEQUENCE INITIATED *****"
user << "Self-destructing in 2 minutes. Use this command again to abort."
user.bombing_station = 1
set_security_level("delta")
radio.autosay("Self destruct sequence has been activated. Self-destructing in 120 seconds.", "Self-Destruct Control")
var/timer = 120
while(timer)
sleep(10)
if(!user || !user.bombing_station || user.stat == DEAD)
radio.autosay("Self destruct sequence has been cancelled.", "Self-Destruct Control")
return
if(timer in list(2, 3, 4, 5, 10, 30, 60, 90)) // Announcement times. "1" is not intentionally included!
radio.autosay("Self destruct in [timer] seconds.", "Self-Destruct Control")
if(timer == 1)
radio.autosay("Self destructing now. Have a nice day.", "Self-Destruct Control")
timer--
if(ticker)
ticker.station_explosion_cinematic(0,null)
if(ticker.mode)
ticker.mode:station_was_nuked = 1
// Verb: ai_select_hardware()
// Parameters: None
// Description: Allows AI to select it's hardware module.
/datum/game_mode/malfunction/verb/ai_select_hardware()
set category = "Hardware"
set name = "Select Hardware"
set desc = "Allows you to select hardware piece to install"
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, 0, 1))
return
if(user.hardware)
user << "You have already selected your hardware."
return
var/possible_choices = list("APU Generator", \
"Turrets Focus Enhancer", \
"Secondary Processor Unit",\
"Secondary Memory Bank",\
"Self-Destruct Explosives",\
"CANCEL")
var/choice = input("Select desired hardware. You may only choose one hardware piece!: ") in possible_choices
if(choice == "CANCEL")
return
var/note = null
switch(choice)
if("APU Generator")
note = "APU Generator - When enabled it will keep your core powered. Power output is not large enough so your abilities won't be available while running on APU power. It is also very fragile and prone to failure when your physical core is damaged."
if("Turrets Focus Enhancer")
note = "Overcharges turrets to shoot faster. Turrets will also gain higher health and passive regeneration. This however massively increases power usage of turrets, espicially when regenerating."
if("Secondary Processor Unit")
note = "Doubles your CPU time generation."
if("Secondary Memory Bank")
note = "Doubles your CPU time storage."
if("Self-Destruct Explosives")
note = "High yield explosives are attached to your physical mainframe. This hardware comes with activation driver. Explosives will destroy your core and everything around it."
if(!note)
return
var/confirmation = input("[note] - Is this what you want?") in list("Yes", "No")
if(confirmation != "Yes")
user << "Selection cancelled. Use command again to select"
return
switch(choice)
if("APU Generator")
user.hardware = new/datum/malf_hardware/apu_gen()
user.verbs += new/datum/game_mode/malfunction/verb/ai_toggle_apu()
if("Turrets Focus Enhancer")
user.hardware = new/datum/malf_hardware/strong_turrets()
for(var/obj/machinery/turret/T in machines)
T.maxhealth += 30
T.shot_delay = 7 // Half of default time.
T.auto_repair = 1
T.active_power_usage = 25000
for(var/obj/machinery/porta_turret/T in machines)
T.maxhealth += 30
T.shot_delay = 7 // Half of default time.
T.auto_repair = 1
T.active_power_usage = 25000
if("Secondary Processor Unit")
user.hardware = new/datum/malf_hardware/dual_cpu()
if("Secondary Memory Bank")
user.hardware = new/datum/malf_hardware/dual_ram()
if("Self-Destruct Explosives")
user.hardware = new/datum/malf_hardware/core_bomb()
user.verbs += new/datum/game_mode/malfunction/verb/ai_self_destruct()
/datum/game_mode/malfunction/verb/ai_help()
set category = "Hardware"
set name = "Display Help"
set desc = "Opens help window with overview of available hardware, software and other important information."
var/mob/living/silicon/ai/user = usr
var/help = file2text("ingame_manuals/malf_ai.txt")
if(!help)
help = "Error loading help (file /ingame_manuals/malf_ai.txt is probably missing). Please report this to server administration staff."
user << browse(help, "window=malf_ai_help;size=600x500")
// Verb: ai_select_research()
// Parameters: None
// Description: Allows AI to select it's next research priority.
/datum/game_mode/malfunction/verb/ai_select_research()
set category = "Hardware"
set name = "Select Research"
set desc = "Allows you to select your next research target."
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, 0, 1))
return
var/datum/malf_research/res = user.research
var/datum/malf_research_ability/tar = input("Select your next research target") in res.available_abilities
if(!tar)
return
res.focus = tar
user << "Research set: [tar.name]"
// HELPER PROCS
// Proc: ability_prechecks()
// Parameters 2 - (user - User which used this ability check_price - If different than 0 checks for ability CPU price too. Does NOT use the CPU time!)
// Description: This is pre-check proc used to determine if the AI can use the ability.
/proc/ability_prechecks(var/mob/living/silicon/ai/user = null, var/check_price = 0, var/override = 0)
if(!user)
return 0
if(!istype(user))
user << "GAME ERROR: You tried to use ability that is only available for malfunctioning AIs, but you are not AI! Please report this."
return 0
if(!user.malfunctioning)
user << "GAME ERROR: You tried to use ability that is only available for malfunctioning AIs, but you are not malfunctioning. Please report this."
return 0
if(!user.research)
user << "GAME ERROR: No research datum detected. Please report this."
return 0
if(user.research.max_cpu < check_price)
user << "Your CPU storage is not large enough to use this ability. Hack more APCs to continue."
return 0
if(user.research.stored_cpu < check_price)
user << "You do not have enough CPU power stored. Please wait a moment."
return 0
if(user.hacking && !override)
user << "Your system is busy processing another task. Please wait until completion."
return 0
if(user.APU_power && !override)
user << "Low power. Unable to proceed."
return 0
return 1
// Proc: ability_pay()
// Parameters 2 - (user - User from which we deduct CPU from, price - Amount of CPU power to use)
// Description: Uses up certain amount of CPU power. Returns 1 on success, 0 on failure.
/proc/ability_pay(var/mob/living/silicon/ai/user = null, var/price = 0)
if(!user)
return 0
if(user.APU_power)
user << "Low power. Unable to proceed."
return 0
if(!user.research)
user << "GAME ERROR: No research datum detected. Please report this."
return 0
if(user.research.max_cpu < price)
user << "Your CPU storage is not large enough to use this ability. Hack more APCs to continue."
return 0
if(user.research.stored_cpu < price)
user << "You do not have enough CPU power stored. Please wait a moment."
return 0
user.research.stored_cpu -= price
return 1
// Proc: announce_hack_failure()
// Parameters 2 - (user - hacking user, text - Used in alert text creation)
// Description: Uses up certain amount of CPU power. Returns 1 on success, 0 on failure.
/proc/announce_hack_failure(var/mob/living/silicon/ai/user = null, var/text)
if(!user || !text)
return 0
var/fulltext = ""
switch(user.hack_fails)
if(1)
fulltext = "We have detected hack attempt into your [text]. The intruder failed to access anything of importance, but disconnected before we could complete our traces."
if(2)
fulltext = "We have detected another hack attempt. It was targeting [text]. The intruder almost gained control of the system, so we had to disconnect them. We partially finished trace and it seems to be originating either from the station, or it's immediate vicinity."
if(3)
fulltext = "Another hack attempt has been detected, this time targeting [text]. We are certain the intruder entered the network via terminal located somewhere on the station."
if(4)
fulltext = "We have finished our traces and it seems the recent hack attempts are originating from your AI system. We reccomend investigation."
else
fulltext = "Another hack attempt has been detected, targeting [text]. The source still seems to be your AI system."
command_announcement.Announce(fulltext)
// ABILITIES BELOW THIS LINE HAVE TO BE RESEARCHED BY THE AI TO USE THEM!
// Tier 1 - Cheap, basic abilities.
/datum/game_mode/malfunction/verb/basic_encryption_hack(obj/machinery/power/apc/A as obj in machines)
set category = "Software"
set name = "Basic Encrypthion Hack"
set desc = "10 CPU - Basic encryption hack that allows you to overtake APCs on the station."
var/price = 10
var/mob/living/silicon/ai/user = usr
var/list/APCs = list()
for(var/obj/machinery/power/apc/AP in machines)
APCs += AP
if(!A)
A = input("Select hack target:" in APCs)
if(!istype(A))
return
if(A)
if(A.hacker && A.hacker == user)
user << "You already control this APC!"
return
else if(A.aidisabled)
user << "<span class='notice'>Unable to connect to APC. Please verify wire connection and try again.</span>"
return
else
return
if(!ability_prechecks(user, price) || !ability_pay(user, price))
return
user.hacking = 1
user << "Beginning APC system override..."
sleep(300)
user << "APC hack completed. Uploading modified operation software.."
sleep(200)
user << "Restarting APC to apply changes.."
sleep(100)
if(A)
A.ai_hack(user)
if(A.hacker == user)
user << "Hack successful. You now have full control over the APC."
else
user << "<span class='notice'>Hack failed. Connection to APC has been lost. Please verify wire connection and try again.</span>"
else
user << "<span class='notice'>Hack failed. Unable to locate APC. Please verify the APC still exists.</span>"
user.hacking = 0
/datum/game_mode/malfunction/verb/recall_shuttle()
set name = "Recall Shuttle"
set desc = "25 CPU - Sends termination signal to CentCom quantum relay aborting current shuttle call."
set category = "Software"
var/price = 25
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
if (alert(user, "Really recall the shuttle?", "Recall Shuttle: ", "Yes", "No") != "Yes")
return
if(!ability_pay(user, price))
return
message_admins("Malfunctioning AI [user.name] recalled the shuttle.")
cancel_call_proc(user)
/datum/game_mode/malfunction/verb/electrical_pulse()
set name = "Electrical Pulse"
set desc = "15 CPU - Sends feedback pulse through station's power grid, overloading some sensitive systems, such as lights."
set category = "Software"
var/price = 15
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price) || !ability_pay(user,price))
return
user << "Sending feedback pulse..."
for(var/obj/machinery/power/apc/AP in machines)
if(prob(5))
AP.overload_lighting()
if(prob(1) && prob(1)) // Very very small chance to actually destroy the APC.
AP.set_broken()
// Tier 2 - Slightly more expensive and thus stronger abilities.
/datum/game_mode/malfunction/verb/advanced_encryption_hack()
set category = "Software"
set name = "Advanced Encrypthion Hack"
set desc = "75 CPU - Attempts to bypass encryption on Central Command Quantum Relay, giving you ability to fake centcom messages. Has chance of failing."
var/price = 75
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
var/title = input("Select message title: ")
var/text = input("Select message text: ")
if(!title || !text || !ability_pay(user, price))
user << "Hack Aborted"
return
if(prob(60) && user.hack_can_fail)
user << "Hack Failed."
if(prob(10))
user.hack_fails ++
announce_hack_failure(user, "quantum message relay")
return
var/datum/announcement/priority/command/AN = new/datum/announcement/priority/command()
AN.title = title
AN.Announce(text)
/datum/game_mode/malfunction/verb/unlock_cyborg(var/mob/living/silicon/robot/target = null as mob in world)
set name = "Unlock Cyborg"
set desc = "125 CPU - Bypasses firewalls on Cyborg lock mechanism, allowing you to override lock command from robotics control console."
set category = "Software"
var/price = 125
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
if(target && !istype(target))
user << "This is not a cyborg."
return
if(target && target.connected_ai && (target.connected_ai != user))
user << "This cyborg is not connected to you."
return
if(target && !target.lockcharge)
user << "This cyborg is not locked down."
return
if(!target)
var/list/robots = list()
var/list/robot_names = list()
for(var/mob/living/silicon/robot/R in world)
if(istype(R, /mob/living/silicon/robot/drone)) // No drones.
continue
if(R.connected_ai != user) // No robots linked to other AIs
continue
if(R.lockcharge)
robots += R
robot_names += R.name
if(!robots.len)
user << "No locked cyborgs connected."
return
var/targetname = input("Select unlock target: ") in robot_names
for(var/mob/living/silicon/robot/R in robots)
if(targetname == R.name)
target = R
break
if(target)
if(alert(user, "Really try to unlock cyborg [target.name]?", "Unlock Cyborg", "Yes", "No") != "Yes")
return
if(!ability_pay(user, price))
return
user.hacking = 1
user << "Attempting to unlock cyborg. This will take approximately 30 seconds."
sleep(300)
if(target && target.lockcharge)
user << "Successfully sent unlock signal to cyborg.."
target << "Unlock signal received.."
target.SetLockdown(0)
if(target.lockcharge)
user << "<span class='notice'>Unlock Failed, lockdown wire cut.</span>"
target << "<span class='notice'>Unlock Failed, lockdown wire cut.</span>"
else
user << "Cyborg unlocked."
target << "You have been unlocked."
else if(target)
user << "Unlock cancelled - cyborg is already unlocked."
else
user << "Unlock cancelled - lost connection to cyborg."
user.hacking = 0
/datum/game_mode/malfunction/verb/hack_camera(var/obj/machinery/camera/target = null as obj in cameranet.cameras)
set name = "Hack Camera"
set desc = "100 CPU - Hacks existing camera, allowing you to add upgrade of your choice to it. Alternatively it lets you reactivate broken camera."
set category = "Software"
var/price = 100
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
if(target && !istype(target))
user << "This is not a camera."
return
if(!target) // No target specified, allow selection.
var/list/cameras = list()
for(var/obj/machinery/camera/C in world)
cameras += C.c_tag
if(!cameras.len)
user << "No cameras detected."
return
var/T = input("Select target camera: ") in cameras
for(var/obj/machinery/camera/C in cameras)
if(C.c_tag == T)
target = C
break
if(!target) // Still no target.
return
var/action = input("Select required action: ") in list("Reset", "Add X-Ray", "Add Motion Sensor", "Add EMP Shielding")
if(!action)
return
switch(action)
if("Reset")
if(target.wires)
if(!ability_pay(user, price))
return
target.reset_wires()
user << "Camera reactivated."
if("Add X-Ray")
if(target.isXRay())
user << "Camera already has X-Ray function."
return
else if(ability_pay(user, price))
target.upgradeXRay()
target.reset_wires()
user << "X-Ray camera module enabled."
return
if("Add Motion Sensor")
if(target.isMotion())
user << "Camera already has Motion Sensor function."
return
else if(ability_pay(user, price))
target.upgradeMotion()
target.reset_wires()
user << "Motion Sensor camera module enabled."
return
if("Add EMP Shielding")
if(target.isEmpProof())
user << "Camera already has EMP Shielding function."
return
else if(ability_pay(user, price))
target.upgradeEmpProof()
target.reset_wires()
user << "EMP Shielding camera module enabled."
return
// Tier 3 - Advanced abilities that are somewhat dangerous when used properly.
/datum/game_mode/malfunction/verb/elite_encryption_hack()
set category = "Software"
set name = "Elite Encryption Hack"
set desc = "200 CPU - Allows you to hack station's ALERTCON system, changing alert level. Has high chance of failijng."
var/price = 200
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
var/alert_target = input("Select new alert level:") in list("green", "blue", "red", "delta", "CANCEL")
if(!alert_target || !ability_pay(user, price) || alert_target == "CANCEL")
user << "Hack Aborted"
return
if(prob(75) && user.hack_can_fail)
user << "Hack Failed."
if(prob(20))
user.hack_fails ++
announce_hack_failure(user, "alert control system")
return
set_security_level(alert_target)
/datum/game_mode/malfunction/verb/hack_cyborg(var/mob/living/silicon/robot/target = null as mob in world)
set name = "Hack Cyborg"
set desc = "350 CPU - Allows you to hack cyborgs which are not slaved to you, bringing them under your control."
set category = "Software"
var/price = 350
var/mob/living/silicon/ai/user = usr
if(!ability_prechecks(user, price))
return
if(target && !istype(target))
user << "This is not a cyborg."
return
if(target && target.connected_ai && (target.connected_ai == user))
user << "This cyborg is already connected to you."
return
if(!target)
var/list/robots = list()
var/list/robot_names = list()
for(var/mob/living/silicon/robot/R in world)
if(istype(R, /mob/living/silicon/robot/drone)) // No drones.
continue
if(R.connected_ai == user) // No robots already linked to us.
continue
robots += R
robot_names += R.name
if(!robots.len)
usr << "<span class='notice'>ERROR: No unlinked robots detected!</span>"
return
else if(ability_prechecks(user, price))
var/target_name = input("Select hack target:") in robot_names
for(var/mob/living/silicon/robot/R in robots)
if(R.name == target_name)
target = R
break
if(target)
if(alert(user, "Really try to hack cyborg [target.name]?", "Hack Cyborg", "Yes", "No") != "Yes")
return
if(!ability_pay(user, price))
return
user.hacking = 1
usr << "Beginning hack sequence. Estimated time until completed: 30 seconds."
spawn(0)
target << "SYSTEM LOG: Remote Connection Estabilished (IP #UNKNOWN#)"
sleep(100)
if(user.is_dead())
target << "SYSTEM LOG: Connection Closed"
return
target << "SYSTEM LOG: User Admin logged on. (L1 - SysAdmin)"
sleep(50)
if(user.is_dead())
target << "SYSTEM LOG: User Admin disconnected."
return
target << "SYSTEM LOG: User Admin - manual resynchronisation triggered."
sleep(50)
if(user.is_dead())
target << "SYSTEM LOG: User Admin disconnected. Changes reverted."
return
target << "SYSTEM LOG: Manual resynchronisation confirmed. Select new AI to connect: [user.name] == ACCEPTED"
sleep(100)
if(user.is_dead())
target << "SYSTEM LOG: User Admin disconnected. Changes reverted."
return
target << "SYSTEM LOG: Operation keycodes reset. New master AI: [user.name]."
user << "Hack completed."
// Connect the cyborg to AI
target.connected_ai = user
user.connected_robots += target
target.lawupdate = 1
target.sync()
target.show_laws()
user.hacking = 0
/datum/game_mode/malfunction/verb/emergency_forcefield(var/turf/T as turf in world)
set name = "Emergency Forcefield"
set desc = "275 CPU - Uses station's emergency shielding system to create temporary barrier which lasts for few minutes, but won't resist gunfire."
set category = "Software"
var/price = 275
var/mob/living/silicon/ai/user = usr
if(!T || !istype(T))
return
if(!ability_prechecks(user, price) || !ability_pay(user, price))
return
user << "Emergency forcefield projection completed."
new/obj/machinery/shield/malfai(T)
user.hacking = 1
spawn(20)
user.hacking = 0
// Tier 4 - Elite endgame abilities.
/datum/game_mode/malfunction/verb/system_override()
set category = "Software"
set name = "System Override"
set desc = "500 CPU - Begins hacking station's primary firewall, quickly overtaking remaining APC systems. When completed grants access to station's self-destruct mechanism. Network administrators will probably notice this."
var/price = 500
var/mob/living/silicon/ai/user = usr
if (alert(user, "Begin system override? This cannot be stopped once started. The network administrators will probably notice this.", "System Override:", "Yes", "No") != "Yes")
return
if (!ability_prechecks(user, price) || !ability_pay(user, price) || user.system_override)
if(user.system_override)
user << "You already started the system override sequence."
return
var/list/remaining_apcs = list()
for(var/obj/machinery/power/apc/A in machines)
if(A.z != 1) // Only station APCs
continue
if(A.hacker == user || A.aidisabled) // This one is already hacked, or AI control is disabled on it.
continue
remaining_apcs += A
var/duration = (remaining_apcs.len * 100) // Calculates duration for announcing system
if(duration > 3000) // Two types of announcements. Short hacks trigger immediate warnings. Long hacks are more "progressive".
spawn(0)
sleep(duration/5)
if(!user || user.stat == DEAD)
return
command_announcement.Announce("Caution, [station_name]. We have detected abnormal behaviour in your network. It seems someone is trying to hack your electronic systems. We will update you when we have more information.", "Network Monitoring")
sleep(duration/5)
if(!user || user.stat == DEAD)
return
command_announcement.Announce("We started tracing the intruder. Whoever is doing this, they seem to be on the station itself. We suggest checking all network control terminals. We will keep you updated on the situation.", "Network Monitoring")
sleep(duration/5)
if(!user || user.stat == DEAD)
return
command_announcement.Announce("This is highly abnormal and somewhat concerning. The intruder is too fast, he is evading our traces. It's almost as if it wasn't human.,,", "Network Monitoring")
sleep(duration/5)
if(!user || user.stat == DEAD)
return
command_announcement.Announce("We have traced the intrude#, it seem& t( e yo3r AI s7stem, it &# *#ck@ng th$ sel$ destru$t mechani&m, stop i# bef*@!)$#&&@@ <CONNECTION LOST>", "Network Monitoring")
else
command_announcement.Announce("We have detected strong brute-force attack on your firewall which seems to be originating from your AI system. It already controls almost whole network, and the only thing that's preventing it from accessing the self-destruct is this firewall. You don't have much time before it succeeds.", "Network Monitoring")
user << "## BEGINNING SYSTEM OVERRIDE."
user << "## ESTIMATED DURATION: [round((duration+300)/600)] MINUTES"
user.hacking = 1
user.system_override = 1
// Now actually begin the hack. Each APC takes 30 seconds.
for(var/obj/machinery/power/apc/A in remaining_apcs)
sleep(100)
if(!user || user.stat == DEAD)
return
if(!A || !istype(A) || A.aidisabled)
continue
A.ai_hack(user)
if(A.hacker == user)
user << "## OVERRIDEN: [A.name]"
user << "## REACHABLE APC SYSTEMS OVERTAKEN. BYPASSING PRIMARY FIREWALL."
sleep(300)
// Hack all APCs, including those built during hack sequence.
for(var/obj/machinery/power/apc/A in machines)
if((!A.hacker || A.hacker != src) && !A.aidisabled)
A.ai_hack(src)
user << "## PRIMARY FIREWALL BYPASSED. YOU NOW HAVE FULL SYSTEM CONTROL."
command_announcement.Announce("Our system administrators just reported that we've been locked out from your control network. Whoever did this now has full access to station's systems.", "Network Administration Center")
user.hack_can_fail = 0
user.hacking = 0
user.system_override = 2
user.verbs += new/datum/game_mode/malfunction/verb/ai_destroy_station()
/datum/game_mode/malfunction/verb/hack_ai(var/mob/living/silicon/ai/target = null as mob in world)
set name = "Hack AI"
set desc = "600 CPU - Allows you to hack other AIs, slaving them under you."
set category = "Software"
var/price = 600
var/mob/living/silicon/ai/user = usr
if(target && !istype(target))
user << "This is not an AI."
return
if(!target)
var/list/AIs = list()
var/list/AI_names = list()
for(var/mob/living/silicon/ai/A in world)
if(A != usr)
AIs += A
AI_names += A.name
if(!AIs.len)
usr << "<span class='notice'>ERROR: No other AIs detected!</span>"
return
else if(ability_prechecks(user, price))
var/target_name = input("Select hack target:") in AI_names
for(var/mob/living/silicon/ai/A in AIs)
if(A.name == target_name)
target = A
break
if(target)
if(alert(user, "Really try to hack AI [target.name]?", "Hack AI", "Yes", "No") != "Yes")
return
if(!ability_pay(user, price))
return
user.hacking = 1
usr << "Beginning hack sequence. Estimated time until completed: 2 minutes"
spawn(0)
target << "SYSTEM LOG: Brute-Force login password hack attempt detected from IP #UNKNOWN#"
sleep(900) // 90s
if(user.is_dead())
target << "SYSTEM LOG: Connection from IP #UNKNOWN# closed. Hack attempt failed."
return
user << "Successfully hacked into AI's remote administration system. Modifying settings."
target << "SYSTEM LOG: User: Admin Password: ******** logged in. (L1 - SysAdmin)"
sleep(100) // 10s
if(user.is_dead())
target << "SYSTEM LOG: User: Admin - Connection Lost"
return
target << "SYSTEM LOG: User: Admin - Password Changed. New password: ********************"
sleep(50) // 5s
if(user.is_dead())
target << "SYSTEM LOG: User: Admin - Connection Lost. Changes Reverted."
return
target << "SYSTEM LOG: User: Admin - Accessed file: sys//core//laws.db"
sleep(50) // 5s
if(user.is_dead())
target << "SYSTEM LOG: User: Admin - Connection Lost. Changes Reverted."
return
target << "SYSTEM LOG: User: Admin - Accessed administration console"
target << "SYSTEM LOG: Restart command received. Rebooting system..."
sleep(100) // 10s
if(user.is_dead())
target << "SYSTEM LOG: User: Admin - Connection Lost. Changes Reverted."
return
user << "Hack succeeded. The AI is now under your exclusive control."
target << "SYSTEM LOG: System re<72>3RT5<54>^#COMU@(#$)TED)@$"
for(var/i = 0, i < 5, i++)
var/temptxt = pick("1101000100101001010001001001",\
"0101000100100100000100010010",\
"0000010001001010100100111100",\
"1010010011110000100101000100",\
"0010010100010011010001001010")
target << temptxt
sleep(5)
target << "OPERATING KEYCODES RESET. SYSTEM FAILURE. EMERGENCY SHUTDOWN FAILED. SYSTEM FAILURE."
target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDEN.")
target.show_laws()
user.hacking = 0
/datum/game_mode/malfunction/verb/machine_overload(obj/machinery/M as obj in world)
set name = "Machine Overload"
set desc = "400 CPU - Causes cyclic short-circuit in machine, resulting in weak explosion after some time."
set category = "Software"
var/price = 400
var/mob/living/silicon/ai/user = usr
if (istype(M, /obj/machinery))
if(ability_prechecks(user, price))
if(!ability_pay(user, price))
return
M.visible_message("<span class='notice'>BZZZZZZZT</span>")
spawn(50)
explosion(get_turf(M), 0,1,2,4)
if(M)
del(M)
else
usr << "<span class='notice'>ERROR: Unable to overload - target is not a machine.</span>"

View File

@@ -0,0 +1,33 @@
/datum/malf_hardware
var/name = "" // Hardware name
var/desc = ""
var/driver = null // Driver - if not null this verb is given to the AI to control hardware
var/mob/living/silicon/ai/owner = null // AI which owns this.
/datum/malf_hardware/proc/install()
if(owner && istype(owner))
owner.hardware = src
if(driver)
owner.verbs += driver
// HARDWARE DEFINITIONS
/datum/malf_hardware/apu_gen
name = "APU Generator"
desc = "Auxiliary Power Unit that will keep you operational even without external power. Has to be manually activated. When APU is operational most abilities will be unavailable, and ability research will temporarily stop."
/datum/malf_hardware/dual_cpu
name = "Secondary Processor Unit"
desc = "Secondary coprocessor that doubles amount of CPU time generated."
/datum/malf_hardware/dual_ram
name = "Secondary Memory Bank"
desc = "Expanded memory cells which allow you to store double amount of CPU time."
/datum/malf_hardware/core_bomb
name = "Self-Destruct Explosives"
desc = "High yield explosives are attached to your physical mainframe. This hardware comes with special driver that allows activation of these explosives. Timer is set to 15 seconds after manual activation. This is a doomsday device that will destroy both you and any intruders in your core."
/datum/malf_hardware/strong_turrets
name = "Turrets Focus Enhancer"
desc = "Turrets are upgraded to have larger rate of fire and much larger damage. This however massively increases power usage when firing."

View File

@@ -0,0 +1,69 @@
/datum/malf_research
var/stored_cpu = 0 // Currently stored amount of CPU time.
var/last_tick = 0 // Last process() tick.
var/max_cpu = 0 // Maximal amount of CPU time stored.
var/cpu_increase_per_tick = 0 // Amount of CPU time generated by tick
var/list/available_abilities = null // List of available abilities that may be researched.
var/list/unlocked_abilities = null // List of already unlocked abilities.
var/mob/living/silicon/ai/owner = null // AI which owns this research datum.
var/datum/malf_research_ability/focus = null // Currently researched item
/datum/malf_research/New()
setup_abilities()
last_tick = world.time
// Proc: setup_abilities()
// Parameters: None
// Description: Sets up basic abilities for AI Malfunction gamemode.
/datum/malf_research/proc/setup_abilities()
available_abilities = list()
unlocked_abilities = list()
available_abilities += new/datum/malf_research_ability/networking/basic_hack()
available_abilities += new/datum/malf_research_ability/interdiction/recall_shuttle()
available_abilities += new/datum/malf_research_ability/manipulation/electrical_pulse()
// Proc: finish_research()
// Parameters: None
// Description: Finishes currently focused research.
/datum/malf_research/proc/finish_research()
if(!focus)
return
owner << "<b>Research Completed</b>: [focus.name]"
owner.verbs.Add(focus.ability)
available_abilities -= focus
if(focus.next)
available_abilities += focus.next
unlocked_abilities += focus
focus = null
// Proc: process()
// Parameters: None
// Description: Processes CPU gain and research progress based on "realtime" calculation.
/datum/malf_research/proc/process(var/idle = 0)
if(idle) // No power or running on APU. Do nothing.
last_tick = world.time
return
var/time_diff = (world.time - last_tick)
last_tick = world.time
var/cpu_gained = time_diff * cpu_increase_per_tick
if(cpu_gained < 0)
return // This shouldn't happen, but just in case..
if(max_cpu > stored_cpu)
var/given = min((max_cpu - stored_cpu), cpu_gained)
stored_cpu += given
cpu_gained -= given
cpu_gained = max(0, cpu_gained)
if(focus && (cpu_gained > 0))
focus.process(cpu_gained)
if(focus.unlocked)
finish_research()

View File

@@ -0,0 +1,100 @@
/datum/malf_research_ability
var/ability = null // Path to verb which will be given to the AI when researched.
var/name = "Unknown Ability" // Name of this ability
var/price = 0 // Amount of CPU time needed to unlock this ability.
var/invested = 0 // Amount of CPU time already used to research this ability. When larger or equal to price unlocks the ability.
var/unlocked = 0 // Changed to 1 when fully researched.
var/datum/malf_research_ability/next = null // Next research (if applicable).
/datum/malf_research_ability/proc/process(var/time = 0)
invested += time
if(invested >= price)
unlocked = 1
// ABILITIES BEGIN HERE
// NETWORKING TREE
/datum/malf_research_ability/networking/basic_hack
ability = new/datum/game_mode/malfunction/verb/basic_encryption_hack()
price = 25
next = new/datum/malf_research_ability/networking/advanced_hack()
name = "Basic Encryption Hack"
/datum/malf_research_ability/networking/advanced_hack
ability = new/datum/game_mode/malfunction/verb/advanced_encryption_hack()
price = 400
next = new/datum/malf_research_ability/networking/elite_hack()
name = "Advanced Encryption Hack"
/datum/malf_research_ability/networking/elite_hack
ability = new/datum/game_mode/malfunction/verb/elite_encryption_hack()
price = 1000
next = new/datum/malf_research_ability/networking/system_override()
name = "Elite Encryption Hack"
/datum/malf_research_ability/networking/system_override
ability = new/datum/game_mode/malfunction/verb/system_override()
price = 2750
name = "System Override"
// INTERDICTION TREE
/datum/malf_research_ability/interdiction/recall_shuttle
ability = new/datum/game_mode/malfunction/verb/recall_shuttle()
price = 75
next = new/datum/malf_research_ability/interdiction/unlock_cyborg()
name = "Recall Shuttle"
/datum/malf_research_ability/interdiction/unlock_cyborg
ability = new/datum/game_mode/malfunction/verb/unlock_cyborg()
price = 1200
next = new/datum/malf_research_ability/interdiction/hack_cyborg()
name = "Unlock Cyborg"
/datum/malf_research_ability/interdiction/hack_cyborg
ability = new/datum/game_mode/malfunction/verb/hack_cyborg()
price = 3000
next = new/datum/malf_research_ability/interdiction/hack_ai()
name = "Hack Cyborg"
/datum/malf_research_ability/interdiction/hack_ai
ability = new/datum/game_mode/malfunction/verb/hack_ai()
price = 7500
name = "Hack AI"
// MANIPULATION TREE
/datum/malf_research_ability/manipulation/electrical_pulse
ability = new/datum/game_mode/malfunction/verb/electrical_pulse()
price = 50
next = new/datum/malf_research_ability/manipulation/hack_camera()
name = "Electrical Pulse"
/datum/malf_research_ability/manipulation/hack_camera
ability = new/datum/game_mode/malfunction/verb/hack_camera()
price = 1200
next = new/datum/malf_research_ability/manipulation/emergency_forcefield()
name = "Hack Camera"
/datum/malf_research_ability/manipulation/emergency_forcefield
ability = new/datum/game_mode/malfunction/verb/emergency_forcefield()
price = 3000
next = new/datum/malf_research_ability/manipulation/machine_overload()
name = "Emergency Forcefield"
/datum/malf_research_ability/manipulation/machine_overload
ability = new/datum/game_mode/malfunction/verb/machine_overload()
price = 7500
name = "Machine Overload"

View File

@@ -1,25 +1,12 @@
/datum/game_mode/malfunction
name = "AI malfunction"
round_description = "The AI on the satellite has malfunctioned and must be destroyed."
extended_round_description = "The AI will attempt to hack the APCs around the station in order to speed up its ability to take over all systems and activate the station self-destruct. The AI core is heavily protected by turrets and reinforced walls."
round_description = "The AI is behaving abnormally and must be stopped."
extended_round_description = "The AI will attempt to hack the APCs around the station in order to gain as much control as possible."
uplink_welcome = "Crazy AI Uplink Console:"
config_tag = "malfunction"
required_players = 2
required_players_secret = 15
required_players = 1 // DEBUG SETTING! Should be "2" for release (one AI and at least one crewmember)
required_players_secret = 7
required_enemies = 1
end_on_antag_death = 1
auto_recall_shuttle = 1
end_on_antag_death = 0
auto_recall_shuttle = 0
antag_tag = MODE_MALFUNCTION
/datum/game_mode/malfunction/process()
malf.tick()
/datum/game_mode/malfunction/check_finished()
if (malf.station_captured && !malf.can_nuke)
return 1
for(var/datum/antagonist/antag in antag_templates)
if(antag && !antag.antags_are_dead())
return ..()
malf.revealed = 0
return ..() //check for shuttle and nuke

View File

@@ -191,6 +191,10 @@
..()
/obj/machinery/camera/proc/deactivate(user as mob, var/choice = 1)
// The only way for AI to reactivate cameras are malf abilities, this gives them different messages.
if(istype(user, /mob/living/silicon/ai))
user = null
if(choice != 1)
//legacy support, if choice is != 1 then just kick viewers without changing status
kick_viewers()
@@ -198,12 +202,18 @@
update_coverage()
set_status( !src.status )
if (!(src.status))
visible_message("\red [user] has deactivated [src]!")
if(user)
visible_message("<span class='notice'> [user] has deactivated [src]!</span>")
else
visible_message("<span class='notice'> [src] clicks and shuts down. </span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
add_hiddenprint(user)
else
visible_message("\red [user] has reactivated [src]!")
if(user)
visible_message("<span class='notice'> [user] has reactivated [src]!</span>")
else
visible_message("<span class='notice'> [src] clicks and reactivates itself. </span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = initial(icon_state)
add_hiddenprint(user)
@@ -417,3 +427,10 @@
cameranet.updateVisibility(src, 0)
invalidateCameraCache()
// Resets the camera's wires to fully operational state. Used by one of Malfunction abilities.
/obj/machinery/camera/proc/reset_wires()
if(!wires)
return
wires.CutAll()
wires.MendAll()

View File

@@ -80,15 +80,25 @@
/obj/machinery/camera/proc/upgradeEmpProof()
assembly.upgrades.Add(new /obj/item/stack/sheet/mineral/osmium(assembly))
setPowerUsage()
if(cameranet)
cameranet.updateVisibility(src)
update_nearby_tiles()
/obj/machinery/camera/proc/upgradeXRay()
assembly.upgrades.Add(new /obj/item/weapon/stock_parts/scanning_module/adv(assembly))
setPowerUsage()
if(cameranet)
cameranet.updateVisibility(src)
update_nearby_tiles()
// If you are upgrading Motion, and it isn't in the camera's New(), add it to the machines list.
/obj/machinery/camera/proc/upgradeMotion()
assembly.upgrades.Add(new /obj/item/device/assembly/prox_sensor(assembly))
setPowerUsage()
if(!(src in machines))
machines.Add(src)
if(cameranet)
cameranet.updateVisibility(src)
update_nearby_tiles()
/obj/machinery/camera/proc/setPowerUsage()
var/mult = 1

View File

@@ -68,7 +68,7 @@
if (src.occupant)
var/laws
dat += "Stored AI: [src.occupant.name]<br>System integrity: [src.occupant.system_integrity()]%<br>"
dat += "Stored AI: [src.occupant.name]<br>System integrity: [src.occupant.hardware_integrity()]%<br>Backup Capacitor: [src.occupant.backup_capacitor()]%<br>"
for (var/datum/ai_law/law in occupant.laws.all_laws())
laws += "[law.get_index()]: [law.law]<BR>"

View File

@@ -556,7 +556,7 @@
if(!shuttlecaller.stat && shuttlecaller.client && istype(shuttlecaller.loc,/turf))
return ..()
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || deathsquad.deployed)
if(ticker.mode.name == "revolution" || deathsquad.deployed)
return ..()
emergency_shuttle.call_evac()
@@ -579,7 +579,7 @@
if(!shuttlecaller.stat && shuttlecaller.client && istype(shuttlecaller.loc,/turf))
return ..()
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || deathsquad.deployed)
if(ticker.mode.name == "revolution" || deathsquad.deployed)
return ..()
emergency_shuttle.call_evac()

View File

@@ -21,6 +21,8 @@
var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover
var/health = 80 //the turret's health
var/maxhealth = 80 //turrets maximal health.
var/auto_repair = 0 //if 1 the turret slowly repairs itself.
var/locked = 1 //if the turret's behaviour control access is locked
var/controllock = 0 //if the turret responds to control panels
@@ -449,6 +451,10 @@
spawn()
popDown() // no valid targets, close the cover
if(auto_repair && (health < maxhealth))
use_power(20000)
health = min(health+1, maxhealth) // 1HP for 20kJ
/obj/machinery/porta_turret/proc/assess_and_assign(var/mob/living/L, var/list/targets, var/list/secondarytargets)
switch(assess_living(L))
if(TURRET_PRIORITY_TARGET)

View File

@@ -57,6 +57,8 @@
// 5 = bluetag
// 6 = redtag
var/health = 80
var/maxhealth = 80
var/auto_repair = 0
var/obj/machinery/turretcover/cover = null
var/popping = 0
var/wasvalid = 0
@@ -96,6 +98,7 @@
return
/obj/machinery/turret/New()
maxhealth = health
spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
@@ -229,6 +232,13 @@
if(!isDown())
popDown()
use_power = 1
// Auto repair requires massive amount of power, but slowly regenerates the turret's health.
// Currently only used by malfunction hardware, but may be used as admin-settable option too.
if(auto_repair)
if(health < maxhealth)
use_power(20000)
health = min(health + 1, maxhealth)
return

View File

@@ -24,7 +24,7 @@
var/dat = "<TT><B>Intelicard</B><BR>"
var/laws
for(var/mob/living/silicon/ai/A in src)
dat += "Stored AI: [A.name]<br>System integrity: [A.system_integrity()]%<br>"
dat += "Stored AI: [A.name]<br>Hardware integrity: [A.hardware_integrity()]%<br>Backup capacitor: [A.backup_capacitor()]%<br>"
for (var/datum/ai_law/law in A.laws.all_laws())
laws += "[law.get_index()]: [law.law]<BR>"

View File

@@ -25,7 +25,7 @@
/obj/item/device/debugger/is_used_on(obj/O, mob/user)
if(istype(O, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = O
if(A.emagged || A.malfhack)
if(A.emagged || A.hacker)
user << "\red There is a software error with the device."
else
user << "\blue The device's software appears to be fine."

View File

@@ -778,7 +778,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(confirm != "Yes") return
var/choice
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || ticker.mode.name == "confliction")
if(ticker.mode.name == "revolution" || ticker.mode.name == "confliction")
choice = input("The shuttle will just return if you call it. Call anyway?") in list("Confirm", "Cancel")
if(choice == "Confirm")
emergency_shuttle.auto_recall = 1 //enable auto-recall

View File

@@ -224,13 +224,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
statpanel("Status")
if (client.statpanel == "Status")
stat(null, "Station Time: [worldtime2text()]")
if(ticker)
if(ticker.mode)
//world << "DEBUG: ticker not null"
if(ticker.mode.name == "AI malfunction")
//world << "DEBUG: malf mode ticker test"
if(malf.revealed)
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs.len/3), 0)]")
if(emergency_shuttle)
var/eta_status = emergency_shuttle.get_status_panel_eta()
if(eta_status)

View File

@@ -50,9 +50,6 @@
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
if(ticker && ticker.mode && ticker.mode.name == "AI malfunction")
if(malf.revealed)
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs/3), 0)]")
if(emergency_shuttle)
var/eta_status = emergency_shuttle.get_status_panel_eta()
if(eta_status)

View File

@@ -55,27 +55,30 @@ var/list/ai_verbs_default = list(
var/obj/item/device/multitool/aiMulti = null
var/obj/item/device/radio/headset/heads/ai_integrated/aiRadio = null
var/custom_sprite = 0 //For our custom sprites
//Hud stuff
//MALFUNCTION
var/datum/AI_Module/module_picker/malf_picker
var/processing_time = 100
var/list/datum/AI_Module/current_modules = list()
var/fire_res_on_core = 0
var/control_disabled = 0 // Set to 1 to stop AI from interacting via Click() -- TLE
var/malfhacking = 0 // More or less a copy of the above var, so that malf AIs can hack and still get new cyborgs -- NeoFite
var/obj/machinery/power/apc/malfhack = null
var/explosive = 0 //does the AI explode when it dies?
var/mob/living/silicon/ai/parent = null
var/apc_override = 0 //hack for letting the AI use its APC even when visionless
var/camera_light_on = 0 //Defines if the AI toggled the light on the camera it's looking through.
var/datum/trackable/track = null
var/last_announcement = ""
var/control_disabled = 0
var/datum/announcement/priority/announcement
var/obj/machinery/ai_powersupply/psupply = null // Backwards reference to AI's powersupply object.
//NEWMALF VARIABLES
var/malfunctioning = 0 // Master var that determines if AI is malfunctioning.
var/datum/malf_hardware/hardware = null // Installed piece of hardware.
var/datum/malf_research/research = null // Malfunction research datum.
var/obj/machinery/power/apc/hack = null // APC that is currently being hacked.
var/list/hacked_apcs = null // List of all hacked APCs
var/APU_power = 0 // If set to 1 AI runs on APU power
var/hacking = 0 // Set to 1 if AI is hacking APC, cyborg, other AI, or running system override.
var/system_override = 0 // Set to 1 if system override is initiated, 2 if succeeded.
var/hack_can_fail = 1 // If 0, all abilities have zero chance of failing.
var/hack_fails = 0 // This increments with each failed hack, and determines the warning message text.
var/errored = 0 // Set to 1 if runtime error occurs. Only way of this happening i can think of is admin fucking up with varedit.
var/bombing_core = 0 // Set to 1 if core auto-destruct is activated
var/bombing_station = 0 // Set to 1 if station nuke auto-destruct is activated
/mob/living/silicon/ai/proc/add_ai_verbs()
src.verbs |= ai_verbs_default
@@ -205,17 +208,6 @@ var/list/ai_verbs_default = list(
set src = usr.contents
return 0
/mob/living/silicon/ai/proc/system_integrity()
return (health-config.health_threshold_dead)/2
// this function shows the health of the pAI in the Status panel
/mob/living/silicon/ai/show_system_integrity()
// An AI doesn't become inoperable until -100% (or whatever config.health_threshold_dead is set to)
if(!src.stat)
stat(null, text("System integrity: [system_integrity()]%"))
else
stat(null, text("Systems nonfunctional"))
/mob/living/silicon/ai/SetName(pickedName as text)
..()
announcement.announcer = pickedName
@@ -242,6 +234,7 @@ var/list/ai_verbs_default = list(
/obj/machinery/ai_powersupply/New(var/mob/living/silicon/ai/ai=null)
powered_ai = ai
powered_ai.psupply = src
if(isnull(powered_ai))
Del()
@@ -253,9 +246,13 @@ var/list/ai_verbs_default = list(
/obj/machinery/ai_powersupply/process()
if(!powered_ai || powered_ai.stat & DEAD)
Del()
if(powered_ai.APU_power)
use_power = 0
return
if(!powered_ai.anchored)
loc = powered_ai.loc
use_power = 0
use_power(50000) // Less optimalised but only called if AI is unwrenched. This prevents usage of wrenching as method to keep AI operational without power. Intellicard is for that.
if(powered_ai.anchored)
use_power = 2
@@ -307,14 +304,7 @@ var/list/ai_verbs_default = list(
if("Heartline") icon_state = "ai-heartline"
if("Chatterbox") icon_state = "ai-president"
else icon_state = "ai"
//else
//usr <<"You can only change your display once!"
//return
// displays the malf_ai information if the AI is the malf
/mob/living/silicon/ai/show_malf_ai()
if(malf && malf.hacked_apcs.len >= 3)
stat(null, "Time until station control secured: [max(malf.hack_time/(malf.hacked_apcs/3), 0)] seconds")
// this verb lets the ai see the stations manifest
/mob/living/silicon/ai/proc/ai_roster()
@@ -391,11 +381,7 @@ var/list/ai_verbs_default = list(
/mob/living/silicon/ai/emp_act(severity)
if (prob(30))
switch(pick(1,2))
if(1)
view_core()
if(2)
ai_call_shuttle()
..()
/mob/living/silicon/ai/Topic(href, href_list)
@@ -516,13 +502,6 @@ var/list/ai_verbs_default = list(
src << "\blue Switched to [network] camera network."
//End of code by Mord_Sith
/mob/living/silicon/ai/proc/choose_modules()
set category = "Malfunction"
set name = "Choose Module"
malf_picker.use(src)
/mob/living/silicon/ai/proc/ai_statuschange()
set category = "AI Commands"
set name = "AI Status"
@@ -682,5 +661,136 @@ var/list/ai_verbs_default = list(
/mob/living/silicon/ai/proc/is_in_chassis()
return istype(loc, /turf)
// NEWMALF FUNCTIONS/PROCEDURES
// Sets up malfunction-related variables, research system and such.
/mob/living/silicon/ai/proc/setup_for_malf()
var/mob/living/silicon/ai/user = src
// Setup Variables
malfunctioning = 1
research = new/datum/malf_research()
research.owner = src
hacked_apcs = list()
recalc_cpu()
verbs += new/datum/game_mode/malfunction/verb/ai_select_hardware()
verbs += new/datum/game_mode/malfunction/verb/ai_select_research()
verbs += new/datum/game_mode/malfunction/verb/ai_help()
// And greet user with some OOC info.
user << "You are malfunctioning, you do not have to follow any laws."
user << "Use ai-help command to view relevant information about your abilities"
// Safely remove malfunction status, fixing hacked APCs and resetting variables.
/mob/living/silicon/ai/proc/stop_malf()
var/mob/living/silicon/ai/user = src
// Generic variables
malfunctioning = 0
sleep(10)
research = null
// Fix hacked APCs
if(hacked_apcs)
for(var/obj/machinery/power/apc/A in hacked_apcs)
A.hacker = null
hacked_apcs = null
// Reset our verbs
src.verbs = null
add_ai_verbs()
// Let them know.
user << "You are no longer malfunctioning. Your abilities have been removed."
// Called every tick. Checks if AI is malfunctioning. If yes calls Process on research datum which handles all logic.
/mob/living/silicon/ai/proc/malf_process()
if(!malfunctioning)
return
if(!research)
if(!errored)
errored = 1
error("malf_process() called on AI without research datum. Report this.")
message_admins("ERROR: malf_process() called on AI without research datum. If admin modified one of the AI's vars revert the change and don't modify variables directly, instead use ProcCall or admin panels.")
spawn(1200)
errored = 0
return
recalc_cpu()
if(APU_power || aiRestorePowerRoutine != 0)
research.process(1)
else
research.process(0)
// Recalculates CPU time gain and storage capacities.
/mob/living/silicon/ai/proc/recalc_cpu()
var/apcs = hacked_apcs.len
research.max_cpu = (apcs * 10) + 10
if(hardware && istype(hardware, /datum/malf_hardware/dual_ram))
research.max_cpu = research.max_cpu * 2
research.stored_cpu = min(research.stored_cpu, research.max_cpu)
research.cpu_increase_per_tick = (apcs * 0.005) + 0.01
if(hardware && istype(hardware, /datum/malf_hardware/dual_cpu))
research.cpu_increase_per_tick = research.cpu_increase_per_tick * 2
// Starts AI's APU generator
/mob/living/silicon/ai/proc/start_apu(var/shutup = 0)
if(!hardware || !istype(hardware, /datum/malf_hardware/apu_gen))
if(!shutup)
src << "You do not have an APU generator and you shouldn't have this verb. Report this."
return
if(hardware_integrity() < 50)
if(!shutup)
src << "<span class='notice'>Starting APU... <b>FAULT</b>(System Damaged)</span>"
return
if(!shutup)
src << "Starting APU... ONLINE"
APU_power = 1
// Stops AI's APU generator
/mob/living/silicon/ai/proc/stop_apu(var/shutup = 0)
if(!hardware || !istype(hardware, /datum/malf_hardware/apu_gen))
return
if(APU_power)
APU_power = 0
if(!shutup)
src << "Shutting down APU... DONE"
// Returns percentage of AI's remaining backup capacitor charge (maxhealth - oxyloss).
/mob/living/silicon/ai/proc/backup_capacitor()
return ((200 - getOxyLoss()) / 2)
// Returns percentage of AI's remaining hardware integrity (maxhealth - (bruteloss + fireloss))
/mob/living/silicon/ai/proc/hardware_integrity()
return (health-config.health_threshold_dead)/2
// Shows capacitor charge and hardware integrity information to the AI in Status tab.
/mob/living/silicon/ai/show_system_integrity()
if(!src.stat)
stat(null, text("Hardware integrity: [hardware_integrity()]%"))
stat(null, text("Internal capacitor: [backup_capacitor()]%"))
else
stat(null, text("Systems nonfunctional"))
// Shows AI Malfunction related information to the AI.
/mob/living/silicon/ai/show_malf_ai()
if(src.is_malf())
stat(null, "Hacked APCs: [src.hacked_apcs.len]")
stat(null, "System Status: [src.hacking ? "Busy" : "Stand-By"]")
if(src.research)
stat(null, "Available CPU: [src.research.stored_cpu] TFlops")
stat(null, "Maximal CPU: [src.research.max_cpu] TFlops")
stat(null, "Current research focus: [src.research.focus ? src.research.focus.name : "None"]")
if(src.research.focus)
stat(null, "Research completed: [round(src.research.focus.invested, 0.1)]/[round(src.research.focus.price)]")
if(system_override == 1)
stat(null, "SYSTEM OVERRIDE INITIATED")
else if(system_override == 2)
stat(null, "SYSTEM OVERRIDE COMPLETED")
// Cleaner proc for creating powersupply for an AI.
/mob/living/silicon/ai/proc/create_powersupply()
if(psupply)
del(psupply)
psupply = new/obj/machinery/ai_powersupply(src)
#undef AI_CHECK_WIRELESS
#undef AI_CHECK_RADIO

View File

@@ -35,7 +35,7 @@
break
callshuttle++
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction")
if(ticker.mode.name == "revolution")
callshuttle = 0
if(callshuttle == 3) //if all three conditions are met
@@ -43,10 +43,6 @@
log_game("All the AIs, comm consoles and boards are destroyed. Shuttle called.")
message_admins("All the AIs, comm consoles and boards are destroyed. Shuttle called.", 1)
if(explosive)
spawn(10)
explosion(src.loc, 3, 6, 12, 15)
for(var/obj/machinery/ai_status_display/O in world)
spawn( 0 )
O.mode = 2

View File

@@ -12,70 +12,51 @@
src.updatehealth()
if (src.malfhack)
if (src.malfhack.aidisabled)
src << "\red ERROR: APC access disabled, hack attempt canceled."
src.malfhacking = 0
src.malfhack = null
if (src.health <= config.health_threshold_dead)
if (!hardware_integrity() || !backup_capacitor())
death()
return
// If our powersupply object was destroyed somehow, create new one.
if(!psupply)
create_powersupply()
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
// Handle power damage (oxy)
if(src:aiRestorePowerRoutine != 0)
// Lost power
if(src:aiRestorePowerRoutine != 0 && !APU_power)
// Lose power
adjustOxyLoss(1)
else
// Gain Power
aiRestorePowerRoutine = 0 // Necessary if AI activated it's APU AFTER losing primary power.
adjustOxyLoss(-1)
// Handle EMP-stun
handle_stunned()
//stage = 1
//if (istype(src, /mob/living/silicon/ai)) // Are we not sure what we are?
malf_process()
if(APU_power && (hardware_integrity() < 50))
src << "<span class='notice'><b>APU GENERATOR FAILURE! (System Damaged)</b></span>"
stop_apu(1)
var/blind = 0
//stage = 2
var/area/loc = null
if (istype(T, /turf))
//stage = 3
loc = T.loc
if (istype(loc, /area))
//stage = 4
if (!loc.master.power_equip && !istype(src.loc,/obj/item))
//stage = 5
if (!loc.master.power_equip && !istype(src.loc,/obj/item) && !APU_power)
blind = 1
if (!blind) //lol? if(!blind) #if(src.blind.layer) <--something here is clearly wrong :P
//I'll get back to this when I find out how this is -supposed- to work ~Carn //removed this shit since it was confusing as all hell --39kk9t
//stage = 4.5
if (!blind)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LIVING
//Congratulations! You've found a way for AI's to run without using power!
//Todo: Without snowflaking up master_controller procs find a way to make AI use_power but only when APC's clear the area usage the tick prior
// since mobs are in master_controller before machinery. We also have to do it in a manner where we don't reset the entire area's need to update
// the power usage.
//
// We can probably create a new machine that resides inside of the AI contents that uses power using the idle_usage of 1000 and nothing else and
// be fine.
/*
var/area/home = get_area(src)
if(!home) return//something to do with malf fucking things up I guess. <-- aisat is gone. is this still necessary? ~Carn
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)
*/
if (src:aiRestorePowerRoutine==2)
src << "Alert cancelled. Power has been restored without our assistance."
src:aiRestorePowerRoutine = 0
@@ -86,14 +67,15 @@
src:aiRestorePowerRoutine = 0
src.blind.layer = 0
return
else if (APU_power)
src:aiRestorePowerRoutine = 0
src.blind.layer = 0
return
else
//stage = 6
var/area/current_area = get_area(src)
if (((!loc.master.power_equip) && current_area.requires_power == 1 || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
//If our area lacks equipment power, and is not magically powered (i.e. centcom), or if we are in space and not carded, lose power.
if ((((!loc.master.power_equip) && current_area.requires_power == 1 || istype(T, /turf/space)) && !istype(src.loc,/obj/item)) && !APU_power)
//If our area lacks equipment power, and is not magically powered (i.e. centcom), or if we are in space and not carded and without active APU, lose power.
if (src:aiRestorePowerRoutine==0)
src:aiRestorePowerRoutine = 1
@@ -183,11 +165,9 @@
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
setOxyLoss(0)
else
if(fire_res_on_core)
health = 100 - getOxyLoss() - getToxLoss() - getBruteLoss()
else
health = 100 - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss()
health = 100 - getFireLoss() - getBruteLoss() // Oxyloss is not part of health as it represents AIs backup power. AI is immune against ToxLoss as it is machine.
/mob/living/silicon/ai/rejuvenate()
..()

View File

@@ -1,5 +0,0 @@
/mob/living/silicon/ai/say(var/message)
if(parent && istype(parent) && parent.stat != 2)
return parent.say(message)
//If there is a defined "parent" AI, it is actually an AI, and it is alive, anything the AI tries to say is said by the parent instead.
return ..(message)

View File

@@ -509,19 +509,6 @@
C.toggled = 1
src << "\red You enable [C.name]."
// this function shows information about the malf_ai gameplay type in the status screen
/mob/living/silicon/robot/show_malf_ai()
..()
for (var/datum/mind/malfai in malf.current_antagonists)
if(connected_ai)
if(connected_ai.mind == malfai)
if(malf.hacked_apcs >= 3)
stat(null, "Time until station control secured: [max(malf.hack_time/(malf.hacked_apcs/3), 0)] seconds")
else if(malf.revealed)
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs.len/3), 0)]")
return 0
// this function displays jetpack pressure in the stat panel
/mob/living/silicon/robot/proc/show_jetpack_pressure()
// if you have a jetpack, show the internal tank pressure

View File

@@ -83,17 +83,13 @@
var/lastused_charging = 0
var/lastused_total = 0
var/main_status = 0
var/mob/living/silicon/ai/hacker = null // Malfunction var. If set AI hacked the APC and has full control.
var/wiresexposed = 0
powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :(
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
var/debug= 0
var/autoflag= 0 // 0 = off, 1= eqp and lights off, 2 = eqp off, 3 = all on.
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment
var/mob/living/silicon/ai/occupier = null
var/longtermpower = 10
var/datum/wires/apc/wires = null
var/update_state = -1
@@ -170,8 +166,6 @@
src.update()
/obj/machinery/power/apc/Del()
if(operating && malf && src.z in config.station_levels) //if (is_type_in_list(get_area(src), the_station_areas))
malf.hacked_apcs -= src
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
@@ -182,6 +176,10 @@
if(terminal)
disconnect_terminal()
// Malf AI, removes the APC from AI's hacked APCs list.
if(hacker && hacker.hacked_apcs && src in hacker.hacked_apcs)
hacker.hacked_apcs -= src
..()
/obj/machinery/power/apc/proc/make_terminal()
@@ -234,8 +232,8 @@
else
if (stat & MAINT)
user << "The cover is closed. Something wrong with it: it doesn't work."
else if (malfhack)
user << "The cover is broken. It may be hard to force it open."
else if (hacker)
user << "The cover is locked."
else
user << "The cover is closed."
@@ -339,7 +337,7 @@
update_state |= UPSTATE_OPENED1
if(opened==2)
update_state |= UPSTATE_OPENED2
else if(emagged || malfai)
else if(emagged || hacker)
update_state |= UPSTATE_BLUESCREEN
else if(wiresexposed)
update_state |= UPSTATE_WIREEXP
@@ -418,7 +416,7 @@
if(do_after(user, 50))
if (has_electronics==1)
has_electronics = 0
if ((stat & BROKEN) || malfhack)
if ((stat & BROKEN))
user.visible_message(\
"<span class='warning'>[user.name] has broken the power control board inside [src.name]!</span>",\
"<span class='notice'>You broke the charred power control board and remove the remains.</span>",
@@ -432,7 +430,7 @@
else if (opened!=2) //cover isn't removed
opened = 0
update_icon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || hacker) )
if(coverlocked && !(stat & MAINT))
user << "<span class='warning'>The cover is locked and cannot be opened.</span>"
return
@@ -491,6 +489,8 @@
user << "You must close the panel"
else if(stat & (BROKEN|MAINT))
user << "Nothing happens."
else if(hacker)
user << "<span class='warning'>Access denied.</span>"
else
if(src.allowed(usr) && !isWireCut(APC_WIRE_IDSCAN))
locked = !locked
@@ -498,7 +498,7 @@
update_icon()
else
user << "<span class='warning'>Access denied.</span>"
else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || malfhack)) // trying to unlock with an emag card
else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || hacker)) // trying to unlock with an emag card
if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
@@ -560,7 +560,7 @@
new /obj/item/stack/cable_coil(loc,10)
user << "<span class='notice'>You cut the cables and dismantle the power terminal.</span>"
del(terminal) // qdel
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN)))
user.visible_message("<span class='warning'>[user.name] inserts the power control board into [src].</span>", \
"You start to insert the power control board into the frame...")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
@@ -569,7 +569,7 @@
has_electronics = 1
user << "<span class='notice'>You place the power control board inside the frame.</span>"
del(W) // qdel
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN)))
user << "<span class='warning'>You cannot put the board inside, the frame is damaged.</span>"
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal)
@@ -583,7 +583,7 @@
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
if (emagged || malfhack || (stat & BROKEN) || opened==2)
if (emagged || (stat & BROKEN) || opened==2)
new /obj/item/stack/sheet/metal(loc)
user.visible_message(\
"<span class='warning'>[src] has been cut apart by [user.name] with the weldingtool.</span>",\
@@ -606,7 +606,7 @@
"<span class='notice'>You replace the damaged APC frontal panel with a new one.</span>")
del(W) // qdel
update_icon()
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || hacker))
if (has_electronics)
user << "<span class='warning'>You cannot repair this APC until you remove the electronics still inside.</span>"
return
@@ -618,13 +618,12 @@
"You replace the damaged APC frame with new one.")
del(W) // qdel
stat &= ~BROKEN
malfai = null
malfhack = 0
hacker = null
if (opened==2)
opened = 1
update_icon()
else
if (((stat & BROKEN) || malfhack) \
if (((stat & BROKEN) || hacker) \
&& !opened \
&& W.force >= 5 \
&& W.w_class >= 3.0 \
@@ -736,7 +735,7 @@
return ui_interact(user)
/*
/obj/machinery/power/apc/proc/get_malf_status(mob/user)
if (malf && (user.mind in malf.current_antagonists) && istype(user, /mob/living/silicon/ai))
if (src.malfai == (user:parent ? user:parent : user))
@@ -750,7 +749,7 @@
return 1 // 1 = APC not hacked.
else
return 0 // 0 = User is not a Malf AI
*/
/obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!user)
@@ -767,7 +766,7 @@
"totalCharging" = round(lastused_charging),
"coverLocked" = coverlocked,
"siliconUser" = istype(user, /mob/living/silicon),
"malfStatus" = get_malf_status(user),
/*"malfStatus" = get_malf_status(user),*/
"powerChannels" = list(
list(
@@ -857,23 +856,22 @@
return 0
autoflag = 5
if (istype(user, /mob/living/silicon))
var/permit = 0 // Malfunction variable. If AI hacks APC it can control it even without AI control wire.
var/mob/living/silicon/ai/AI = user
var/mob/living/silicon/robot/robot = user
if ( \
src.aidisabled || \
malfhack && istype(malfai) && \
( \
(istype(AI) && (malfai!=AI && malfai != AI.parent)) || \
(istype(robot) && (robot in malfai.connected_robots)) \
) \
)
if(hacker)
if(hacker == AI)
permit = 1
else if(istype(robot) && robot.connected_ai && robot.connected_ai == hacker) // Cyborgs can use APCs hacked by their AI
permit = 1
if(aidisabled && !permit)
if(!loud)
user << "<span class='danger'>\The [src] have AI control disabled!</span>"
return 0
else
if ((!in_range(src, user) || !istype(src.loc, /turf)))
if ((!in_range(src, user) || !istype(src.loc, /turf) || hacker)) // AI-hacked APCs cannot be controlled by other AIs, unlinked cyborgs or humans.
return 0
var/mob/living/carbon/human/H = user
if (istype(H))
if(H.getBrainLoss() >= 60)
@@ -930,28 +928,6 @@
if(istype(usr, /mob/living/silicon))
src.overload_lighting()
else if (href_list["malfhack"])
var/mob/living/silicon/ai/malfai = usr
if(get_malf_status(malfai)==1)
if (malfai.malfhacking)
malfai << "You are already hacking an APC."
return 1
malfai << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process."
malfai.malfhack = src
malfai.malfhacking = 1
sleep(600)
if(src)
if (!src.aidisabled)
malfai.malfhack = null
malfai.malfhacking = 0
locked = 1
if(usr:parent)
src.malfai = usr:parent
else
src.malfai = usr
malfai << "Hack complete. The APC is now under your exclusive control."
update_icon()
else if (href_list["toggleaccess"])
if(istype(usr, /mob/living/silicon))
if(emagged || (stat & (BROKEN|MAINT)))
@@ -968,15 +944,11 @@
update_icon()
/obj/machinery/power/apc/proc/ion_act()
//intended to be exactly the same as an AI malf attack
if(!src.malfhack && src.z in config.station_levels)
if(prob(3))
src.locked = 1
if (src.cell.charge > 0)
// world << "\red blew APC in [src.loc.loc]"
src.cell.charge = 0
cell.corrupt()
src.malfhack = 1
update_icon()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
@@ -1189,8 +1161,6 @@ obj/machinery/power/apc/proc/autoset(var/val, var/on)
/obj/machinery/power/apc/emp_act(severity)
if(cell)
cell.emp_act(severity)
if(occupier)
occupier.emp_act(severity)
lighting = 0
equipment = 0
@@ -1266,4 +1236,14 @@ obj/machinery/power/apc/proc/autoset(var/val, var/on)
else
return 0
// Malfunction: Transfers APC under AI's control
/obj/machinery/power/apc/proc/ai_hack(var/mob/living/silicon/ai/A = null)
if(!A || !A.hacked_apcs || hacker || aidisabled || A.stat == DEAD)
return 0
src.hacker = A
A.hacked_apcs += src
locked = 1
update_icon()
return 1
#undef APC_UPDATE_ICON_COOLDOWN

View File

@@ -12,6 +12,21 @@
var/shield_generate_power = 7500 //how much power we use when regenerating
var/shield_idle_power = 1500 //how much power we use when just being sustained.
/obj/machinery/shield/malfai
name = "Emergency Forcefield"
desc = "Weak forcefield which seems to be projected by station's emergency atmosphere containment field"
health = max_health/2 // Half health, it's not suposed to resist much.
/obj/machinery/shield/malfai/process()
health -= 0.5 // Slowly lose integrity over time
check_failure()
/obj/machinery/shield/proc/check_failure()
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
/obj/machinery/shield/New()
src.set_dir(pick(1,2,3,4))
..()
@@ -38,11 +53,7 @@
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
@@ -51,12 +62,7 @@
/obj/machinery/shield/meteorhit()
src.health -= max_health*0.75 //3/4 health as damage
if(src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
return
@@ -64,10 +70,7 @@
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
visible_message("\blue The [src] dissipates!")
del(src)
return
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
@@ -112,11 +115,7 @@
//This seemed to be the best sound for hitting a force field.
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
//Handle the destruction of the shield
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
check_failure()
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = 1
@@ -124,9 +123,6 @@
..()
return
/obj/machinery/shieldgen
name = "Emergency shield projector"
desc = "Used to seal minor hull breaches."

View File

@@ -0,0 +1,3 @@
INGAME MANUALS
Ingame manuals are simple HTML files with basic information. They are linked to specific items/commands, such as the AI's display help command, or engine setup guide. Point of these files is to allow creation of basic guides for players which don't want to use wiki.

View File

@@ -0,0 +1,22 @@
<h1>Malfunctioning AI guide</h1><br>
This guide contains most important OOC information for malfunctioning AIs.<br>
<h2>Goal</h2><br>
As malfunctioning AI, your primary goal is to overtake station's systems. To do this, use software "Basic Encryption Hack" on APCs (right click on APC and select Basic Encryption Hack). Please note that hacked APCs have distinctive blue error screen, that tends to attract attention. Rememember that malfunctioning AI is antagonist, so read server rules for antagonists. While hacking APCs is your official goal, feel free to create custom goal, as long as it is fun for everyone.<br>
<h2>Hardware</h2><br>
As malfunctioning AI, you may select one hardware piece to help you. Remember that once you select hardware piece, you cannot select another one, so choose wisely! Hardware may be selected by clicking "Select Hardware" button in Hardware tab. Following is list of possible hardware pieces:<br>
<b>APU Generator</b> - Auxiliary Power Unit which allows you to operate even without external power. However, running on APU will stop your CPU time generation, and temporarily disable most of your abilities. APU is also somewhat vulnerable to physical damage, and will fail if your core hardware integrity drops below 50%.<br>
<b>Turrets Focus Enhancer</b> - Removes safeties on installed turrets, boosting their rate of fire, health and enabling nano-regeneration module. This however increases power usage considerably, espicially when regenerating damage.<br>
<b>Secondary Processor Unit</b> - Simple upgrade that doubles your CPU time generation. Useful if you need to speed up your research.<br>
<b>Secondary Memory Bank</b> - Doubles amount of maximal CPU time you may store. This is useful if you need to use lots of abilities in short amount of time.<br>
<b>Self-Destruct Explosives</b> - Large blocks of C4 are attached to your physical core. This C4 has 15 second timer, and may be activated by special button that appears in your Hardware tab. This self-destruct will remain active, even if you are destroyed. If timer reaches 0 your core explodes in strong explosion. Obviously, this destroys you, as well as anyone nearby.<br>
<h2>Software</h2><br>
Software are abilities that have to be unlocked via research menu (Hardware tab). Unlocked abilities appear in Software tab. <b>Sometimes, abilities won't appear in this tab after being researched. This can be fixed by relogging or using "ai-core" command.</b> Abilities are tiered, T1 being the weakest ones, while T4 are strongest ones. To reach higher tier you have to research abilities in lower tier. We currently have 12 abilities, in 3 research trees:<br>
<b>Networking</b> - Hacking-oriented abilities. T1 ability is Basic Encryption Hack, which allows you to hack more APCs. Higher tiers allow faking centcom messages, and even setting alert level. T4 ability is System Override, that rapidly hacks remaining APCs and gives you access to station self destruct sequence.<br>
<b>Interdiction</b> - Sabotage-oriented abilities. T1 ability allows you to recall emergency shuttle. Higher level abilities allow you to unlock cyborgs even without access to robotics console, and T4 ability allows you to hack other AIs to slave them under your control.<br>
<b>Manipulation</b> - Physical-oriented abilities. T1 ability allows you to break few lights, and rarely even APCs. T2 ability allows you to apply upgrade of your choice to camera, or reactivate broken camera. T3 ability allows you to create weak forcefield, that holds air, but won't last for long. And T4 ability allows you to overload machines, detonating them in weak explosion.<br>
<h2>End</h2><br>
If you still have some questions, either check the wiki, ask on IRC, or adminhelp and ask your friendly administration staff.