/obj/machinery/computer/robotics name = "robotics control console" desc = "Used to remotely lockdown or detonate linked cyborgs." icon = 'icons/obj/computer.dmi' icon_keyboard = "tech_key" icon_screen = "robot" light_color = "#a97faa" req_access = list(access_robotics) circuit = /obj/item/weapon/circuitboard/robotics var/safety = 1 /obj/machinery/computer/robotics/attack_ai(var/mob/user as mob) ui_interact(user) /obj/machinery/computer/robotics/attack_hand(var/mob/user as mob) ui_interact(user) /obj/machinery/computer/robotics/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) var/data[0] data["robots"] = get_cyborgs(user) data["safety"] = safety // Also applies for cyborgs. Hides the manual self-destruct button. data["is_ai"] = issilicon(user) ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) ui = new(user, src, ui_key, "robot_control.tmpl", "Robotic Control Console", 400, 500) ui.set_initial_data(data) ui.open() ui.set_auto_update(1) /obj/machinery/computer/robotics/Topic(href, href_list) if(..()) return var/mob/user = usr if(!src.allowed(user)) user << "Access Denied" return // Destroys the cyborg if(href_list["detonate"]) var/mob/living/silicon/robot/target = get_cyborg_by_name(href_list["detonate"]) if(!target || !istype(target)) return if(isAI(user) && (target.connected_ai != user)) user << "Access Denied. This robot is not linked to you." return // Cyborgs may blow up themselves via the console if(isrobot(user) && user != target) user << "Access Denied." return var/choice = input("Really detonate [target.name]?") in list ("Yes", "No") if(choice != "Yes") return if(!target || !istype(target)) return // Antagonistic cyborgs? Left here for downstream if(target.mind && target.mind.special_role && target.emagged) target << "Extreme danger. Termination codes detected. Scrambling security codes and automatic AI unlink triggered." target.ResetSecurityCodes() else message_admins("[key_name_admin(usr)] detonated [target.name]!") log_game("[key_name(usr)] detonated [target.name]!") target << "Self-destruct command received." spawn(10) target.self_destruct() // Locks or unlocks the cyborg else if (href_list["lockdown"]) var/mob/living/silicon/robot/target = get_cyborg_by_name(href_list["lockdown"]) if(!target || !istype(target)) return if(isAI(user) && (target.connected_ai != user)) user << "Access Denied. This robot is not linked to you." return if(isrobot(user)) user << "Access Denied." return var/choice = input("Really [target.lockcharge ? "unlock" : "lockdown"] [target.name] ?") in list ("Yes", "No") if(choice != "Yes") return if(!target || !istype(target)) return var/istraitor = traitors.is_antagonist(target.mind) if (istraitor) target.lockcharge = !target.lockcharge if (target.lockcharge) target << "Someone tried to lock you down!" else target << "Someone tried to lift your lockdown!" else target.canmove = !target.canmove target.lockcharge = !target.canmove //when canmove is 1, lockcharge should be 0 if (target.lockcharge) target << "You have been locked down!" else target << "Your lockdown has been lifted!" message_admins("[key_name_admin(usr)] [istraitor ? "failed (target is traitor) " : ""][target.lockcharge ? "lockdown" : "release"] on [target.name]!") log_game("[key_name(usr)] attempted to [target.lockcharge ? "lockdown" : "release"] [target.name] on the robotics console!") // Remotely hacks the cyborg. Only antag AIs can do this and only to linked cyborgs. else if (href_list["hack"]) var/mob/living/silicon/robot/target = get_cyborg_by_name(href_list["hack"]) if(!target || !istype(target)) return // Antag AI checks if(!istype(user, /mob/living/silicon/ai) || !(user.mind.special_role && user.mind.original == user)) user << "Access Denied" return if(target.emagged) user << "Robot is already hacked." return var/choice = input("Really hack [target.name]? This cannot be undone.") in list("Yes", "No") if(choice != "Yes") return if(!target || !istype(target)) return message_admins("[key_name_admin(usr)] emagged [target.name] using robotic console!") log_game("[key_name(usr)] emagged [target.name] using robotic console!") target.emagged = 1 target << "Failsafe protocols overriden. New tools available." // Arms the emergency self-destruct system else if(href_list["arm"]) if(istype(user, /mob/living/silicon)) user << "Access Denied" return safety = !safety user << "You [safety ? "disarm" : "arm"] the emergency self destruct" // Destroys all accessible cyborgs if safety is disabled else if(href_list["nuke"]) if(istype(user, /mob/living/silicon)) user << "Access Denied" return if(safety) user << "Self-destruct aborted - safety active" return message_admins("[key_name_admin(usr)] detonated all cyborgs!") log_game("[key_name(usr)] detonated all cyborgs!") for(var/mob/living/silicon/robot/R in mob_list) if(istype(R, /mob/living/silicon/robot/drone)) continue // Ignore antagonistic cyborgs if(R.scrambledcodes) continue R << "Self-destruct command received." spawn(10) R.self_destruct() // Proc: get_cyborgs() // Parameters: 1 (operator - mob which is operating the console.) // Description: Returns NanoUI-friendly list of accessible cyborgs. /obj/machinery/computer/robotics/proc/get_cyborgs(var/mob/operator) var/list/robots = list() for(var/mob/living/silicon/robot/R in mob_list) // Ignore drones if(istype(R, /mob/living/silicon/robot/drone)) continue // Ignore antagonistic cyborgs if(R.scrambledcodes) continue var/list/robot = list() robot["name"] = R.name if(R.stat) robot["status"] = "Not Responding" else if (!R.canmove) robot["status"] = "Lockdown" else robot["status"] = "Operational" if(R.cell) robot["cell"] = 1 robot["cell_capacity"] = R.cell.maxcharge robot["cell_current"] = R.cell.charge robot["cell_percentage"] = round(R.cell.percent()) else robot["cell"] = 0 robot["module"] = R.module ? R.module.name : "None" robot["master_ai"] = R.connected_ai ? R.connected_ai.name : "None" robot["hackable"] = 0 // Antag AIs know whether linked cyborgs are hacked or not. if(operator && istype(operator, /mob/living/silicon/ai) && (R.connected_ai == operator) && (operator.mind.special_role && operator.mind.original == operator)) robot["hacked"] = R.emagged ? 1 : 0 robot["hackable"] = R.emagged? 0 : 1 robots.Add(list(robot)) return robots // Proc: get_cyborg_by_name() // Parameters: 1 (name - Cyborg we are trying to find) // Description: Helper proc for finding cyborg by name /obj/machinery/computer/robotics/proc/get_cyborg_by_name(var/name) if (!name) return for(var/mob/living/silicon/robot/R in mob_list) if(R.name == name) return R