/obj/structure/AIcore
density = TRUE
anchored = FALSE
unacidable = TRUE
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
// VOREstation edit: Respect map config's default
/obj/structure/AIcore/Initialize(var/mapload)
. = ..()
if(mapload)
laws = new global.using_map.default_law_type
// VOREstation edit end
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob)
switch(state)
if(0)
if(P.has_tool_quality(TOOL_WRENCH))
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "You wrench the frame into place.")
anchored = TRUE
state = 1
if(P.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = P.get_welder()
if(!WT.isOn())
to_chat(user, "The welder must be on for this task.")
return
playsound(src, WT.usesound, 50, 1)
if(do_after(user, 20 * WT.toolspeed))
if(!src || !WT.remove_fuel(0, user)) return
to_chat(user, "You deconstruct the frame.")
new /obj/item/stack/material/plasteel( loc, 4)
qdel(src)
if(1)
if(P.has_tool_quality(TOOL_WRENCH))
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "You unfasten the frame.")
anchored = FALSE
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, "You place the circuit board inside the frame.")
icon_state = "1"
circuit = P
user.drop_item()
P.loc = src
if(P.has_tool_quality(TOOL_SCREWDRIVER) && circuit)
playsound(src, P.usesound, 50, 1)
to_chat(user, "You screw the circuit board into place.")
state = 2
icon_state = "2"
if(P.has_tool_quality(TOOL_CROWBAR) && circuit)
playsound(src, P.usesound, 50, 1)
to_chat(user, "You remove the circuit board.")
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
if(2)
if(P.has_tool_quality(TOOL_SCREWDRIVER) && circuit)
playsound(src, P.usesound, 50, 1)
to_chat(user, "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)
to_chat(user, "You need five coils of wire to add them to the frame.")
return
to_chat(user, "You start to add cables to the frame.")
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
if (do_after(user, 20) && state == 2)
if (C.use(5))
state = 3
icon_state = "3"
to_chat(user, "You add cables to the frame.")
return
if(3)
if(P.has_tool_quality(TOOL_WIRECUTTER))
if (brain)
to_chat(user, "Get that brain out of there first")
else
playsound(src, P.usesound, 50, 1)
to_chat(user, "You remove the cables.")
state = 2
icon_state = "2"
new /obj/item/stack/cable_coil(loc, 5)
if(istype(P, /obj/item/stack/material) && P.get_material_name() == "rglass")
var/obj/item/stack/RG = P
if (RG.get_amount() < 2)
to_chat(user, "You need two sheets of glass to put in the glass panel.")
return
to_chat(user, "You start to put in the glass panel.")
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
if (do_after(user, 20) && state == 3)
if(RG.use(2))
to_chat(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.")
to_chat(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.")
to_chat(usr, "Law module applied.")
if(istype(P, /obj/item/weapon/aiModule/purge))
laws.clear_inherent_laws()
to_chat(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)
to_chat(usr, "Added a freeform law.")
if(istype(P, /obj/item/device/mmi))
var/obj/item/device/mmi/M = P
if(!M.brainmob)
to_chat(user, "Sticking an empty [P] into the frame would sort of defeat the purpose.")
return
if(M.brainmob.stat == 2)
to_chat(user, "Sticking a dead [P] into the frame would sort of defeat the purpose.")
return
if(jobban_isbanned(M.brainmob, JOB_AI))
to_chat(user, "This [P] does not seem to fit.")
return
if(M.brainmob.mind)
clear_antag_roles(M.brainmob.mind, 1)
user.drop_item()
P.loc = src
brain = P
to_chat(usr, "Added [P].")
icon_state = "3b"
if(P.has_tool_quality(TOOL_CROWBAR) && brain)
playsound(src, P.usesound, 50, 1)
to_chat(user, "You remove the brain.")
brain.loc = loc
brain = null
icon_state = "3"
if(4)
if(P.has_tool_quality(TOOL_CROWBAR))
playsound(src, P.usesound, 50, 1)
to_chat(user, "You remove the glass panel.")
state = 3
if (brain)
icon_state = "3b"
else
icon_state = "3"
new /obj/item/stack/material/glass/reinforced( loc, 2 )
return
if(P.has_tool_quality(TOOL_SCREWDRIVER))
playsound(src, P.usesound, 50, 1)
to_chat(user, "You connect the monitor.")
if(!brain)
var/open_for_latejoin = tgui_alert(user, "Would you like this core to be open for latejoining AIs?", "Latejoin", list("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)
for(var/datum/language/L in brain.brainmob.languages)
A.add_language(L.name)
feedback_inc("cyborg_ais_created",1)
qdel(src)
GLOBAL_LIST_BOILERPLATE(all_deactivated_AI_cores, /obj/structure/AIcore/deactivated)
/obj/structure/AIcore/deactivated
name = "inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = TRUE
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
return ..()
/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
if(transfer.deployed_shell)
transfer.disconnect_shell("Disconnected from remote shell due to core intelligence transfer.")
transfer.aiRestorePowerRoutine = 0
transfer.control_disabled = 0
transfer.aiRadio.disabledAi = 0
transfer.loc = get_turf(src)
transfer.create_eyeobj()
transfer.cancel_camera()
to_chat(user, "Transfer successful: [transfer.name] placed within stationary core.")
to_chat(transfer, "You have been transferred into a stationary core. 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
to_chat(user, "ERROR: Unable to locate artificial intelligence.")
return
else if(W.has_tool_quality(TOOL_WRENCH))
if(anchored)
user.visible_message("\The [user] starts to unbolt \the [src] from the plating...")
playsound(src, W.usesound, 50, 1)
if(!do_after(user,40 * W.toolspeed))
user.visible_message("\The [user] decides not to unbolt \the [src].")
return
user.visible_message("\The [user] finishes unfastening \the [src]!")
anchored = FALSE
return
else
user.visible_message("\The [user] starts to bolt \the [src] to the plating...")
playsound(src, W.usesound, 50, 1)
if(!do_after(user,40 * W.toolspeed))
user.visible_message("\The [user] decides not to bolt \the [src].")
return
user.visible_message("\The [user] finishes fastening down \the [src]!")
anchored = TRUE
return
else
return ..()
/client/proc/empty_ai_core_toggle_latejoin()
set name = "Toggle AI Core Latejoin"
set category = "Admin.Silicon" //CHOMPEdit
var/list/cores = list()
for(var/obj/structure/AIcore/deactivated/D in GLOB.all_deactivated_AI_cores)
cores["[D] ([D.loc.loc])"] = D
var/id = tgui_input_list(usr, "Which core?", "Toggle AI Core Latejoin", 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
to_chat(src, "\The [id] is now [span_red("not available")] for latejoining AIs.")
else
empty_playable_ai_cores += D
to_chat(src, "\The [id] is now [span_green("available")] for latejoining AIs.")