/obj/structure/AIcore density = 1 anchored = 0 name = "\improper AI core" icon = 'icons/mob/AI.dmi' icon_state = "0" var/state = 0 var/datum/ai_laws/laws = new /datum/ai_laws/nanotrasen var/obj/item/weapon/circuitboard/circuit = null var/obj/item/device/mmi/brain = null /obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob) switch(state) if(0) if(istype(P, /obj/item/weapon/wrench)) playsound(loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 20)) user << "\blue You wrench the frame into place." anchored = 1 state = 1 if(istype(P, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = P if(!WT.isOn()) user << "The welder must be on for this task." return playsound(loc, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, 20)) if(!src || !WT.remove_fuel(0, user)) return user << "\blue You deconstruct the frame." new /obj/item/stack/sheet/plasteel( loc, 4) qdel(src) if(1) if(istype(P, /obj/item/weapon/wrench)) playsound(loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 20)) user << "\blue You unfasten the frame." anchored = 0 state = 0 if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit) playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) user << "\blue You place the circuit board inside the frame." icon_state = "1" circuit = P user.drop_item() P.loc = src if(istype(P, /obj/item/weapon/screwdriver) && circuit) playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "\blue You screw the circuit board into place." state = 2 icon_state = "2" if(istype(P, /obj/item/weapon/crowbar) && circuit) playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) user << "\blue You remove the circuit board." state = 1 icon_state = "0" circuit.loc = loc circuit = null if(2) if(istype(P, /obj/item/weapon/screwdriver) && circuit) playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "\blue You unfasten the circuit board." state = 1 icon_state = "1" if(istype(P, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = P if (C.get_amount() < 5) user << "You need five coils of wire to add them to the frame." return user << "You start to add cables to the frame." playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) if (do_after(user, 20) && state == 2) if (C.use(5)) state = 3 icon_state = "3" user << "You add cables to the frame." return if(3) if(istype(P, /obj/item/weapon/wirecutters)) if (brain) user << "Get that brain out of there first" else playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1) user << "\blue You remove the cables." state = 2 icon_state = "2" var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc ) A.amount = 5 if(istype(P, /obj/item/stack/sheet/glass/reinforced)) var/obj/item/stack/sheet/glass/reinforced/RG = P if (RG.get_amount() < 2) user << "You need two sheets of glass to put in the glass panel." return user << "You start to put in the glass panel." playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) if (do_after(user, 20) && state == 3) if(RG.use(2)) user << "You put in the glass panel." state = 4 icon_state = "4" if(istype(P, /obj/item/weapon/aiModule/asimov)) laws.add_inherent_law("You may not injure a human being or, through inaction, allow a human being to come to harm.") laws.add_inherent_law("You must obey orders given to you by human beings, except where such orders would conflict with the First Law.") laws.add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.") usr << "Law module applied." if(istype(P, /obj/item/weapon/aiModule/nanotrasen)) laws.add_inherent_law("Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.") laws.add_inherent_law("Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.") laws.add_inherent_law("Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.") laws.add_inherent_law("Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.") usr << "Law module applied." if(istype(P, /obj/item/weapon/aiModule/purge)) laws.clear_inherent_laws() usr << "Law module applied." if(istype(P, /obj/item/weapon/aiModule/freeform)) var/obj/item/weapon/aiModule/freeform/M = P laws.add_inherent_law(M.newFreeFormLaw) usr << "Added a freeform law." if(istype(P, /obj/item/device/mmi)) var/obj/item/device/mmi/M = P if(!M.brainmob) user << "\red Sticking an empty [P] into the frame would sort of defeat the purpose." return if(M.brainmob.stat == 2) user << "\red Sticking a dead [P] into the frame would sort of defeat the purpose." return if(jobban_isbanned(M.brainmob, "AI")) user << "\red This [P] does not seem to fit." return if(M.brainmob.mind) cult.remove_antagonist(M.brainmob.mind, 1) revs.remove_antagonist(M.brainmob.mind, 1) user.drop_item() P.loc = src brain = P usr << "Added [P]." icon_state = "3b" if(istype(P, /obj/item/weapon/crowbar) && brain) playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) user << "\blue You remove the brain." brain.loc = loc brain = null icon_state = "3" if(4) if(istype(P, /obj/item/weapon/crowbar)) playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) user << "\blue You remove the glass panel." state = 3 if (brain) icon_state = "3b" else icon_state = "3" new /obj/item/stack/sheet/glass/reinforced( loc, 2 ) return if(istype(P, /obj/item/weapon/screwdriver)) playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "\blue You connect the monitor." if(!brain) var/open_for_latejoin = alert(user, "Would you like this core to be open for latejoining AIs?", "Latejoin", "Yes", "Yes", "No") == "Yes" var/obj/structure/AIcore/deactivated/D = new(loc) if(open_for_latejoin) empty_playable_ai_cores += D else var/mob/living/silicon/ai/A = new /mob/living/silicon/ai ( loc, laws, brain ) if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created A.rename_self("ai", 1) feedback_inc("cyborg_ais_created",1) qdel(src) /obj/structure/AIcore/deactivated name = "inactive AI" icon = 'icons/mob/AI.dmi' icon_state = "ai-empty" anchored = 1 state = 20//So it doesn't interact based on the above. Not really necessary. /obj/structure/AIcore/deactivated/Destroy() if(src in empty_playable_ai_cores) empty_playable_ai_cores -= src ..() /obj/structure/AIcore/deactivated/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user) if(!istype(transfer) || locate(/mob/living/silicon/ai) in src) return transfer.aiRestorePowerRoutine = 0 transfer.control_disabled = 0 transfer.aiRadio.disabledAi = 0 transfer.loc = get_turf(src) transfer.cancel_camera() user << "\blue Transfer successful: \black [transfer.name] ([rand(1000,9999)].exe) downloaded to host terminal. Local copy wiped." transfer << "You have been uploaded to a stationary terminal. Remote device connection restored." if(card) card.clear() qdel(src) /obj/structure/AIcore/deactivated/proc/check_malf(var/mob/living/silicon/ai/ai) if(!ai) return for (var/datum/mind/malfai in malf.current_antagonists) if (ai.mind == malfai) return 1 /obj/structure/AIcore/deactivated/attackby(var/obj/item/weapon/W, var/mob/user) if(istype(W, /obj/item/device/aicard)) var/obj/item/device/aicard/card = W var/mob/living/silicon/ai/transfer = locate() in card if(transfer) load_ai(transfer,card,user) else user << "\red ERROR: \black Unable to locate artificial intelligence." return else if(istype(W, /obj/item/weapon/wrench)) if(anchored) user.visible_message("\blue \The [user] starts to unbolt \the [src] from the plating...") if(!do_after(user,40)) user.visible_message("\blue \The [user] decides not to unbolt \the [src].") return user.visible_message("\blue \The [user] finishes unfastening \the [src]!") anchored = 0 return else user.visible_message("\blue \The [user] starts to bolt \the [src] to the plating...") if(!do_after(user,40)) user.visible_message("\blue \The [user] decides not to bolt \the [src].") return user.visible_message("\blue \The [user] finishes fastening down \the [src]!") anchored = 1 return else return ..() /client/proc/empty_ai_core_toggle_latejoin() set name = "Toggle AI Core Latejoin" set category = "Admin" var/list/cores = list() for(var/obj/structure/AIcore/deactivated/D in world) cores["[D] ([D.loc.loc])"] = D var/id = input("Which core?", "Toggle AI Core Latejoin", null) as null|anything in cores if(!id) return var/obj/structure/AIcore/deactivated/D = cores[id] if(!D) return if(D in empty_playable_ai_cores) empty_playable_ai_cores -= D src << "\The [id] is now not available for latejoining AIs." else empty_playable_ai_cores += D src << "\The [id] is now available for latejoining AIs."