/datum/ai_emotion var/overlay var/ckey /datum/ai_emotion/New(var/over, var/key) overlay = over ckey = key var/list/ai_status_emotions = list( "Very Happy" = new /datum/ai_emotion("ai_veryhappy"), "Happy" = new /datum/ai_emotion("ai_happy"), "Neutral" = new /datum/ai_emotion("ai_neutral"), "Unsure" = new /datum/ai_emotion("ai_unsure"), "Confused" = new /datum/ai_emotion("ai_confused"), "Sad" = new /datum/ai_emotion("ai_sad"), "Surprised" = new /datum/ai_emotion("ai_surprised"), "Upset" = new /datum/ai_emotion("ai_upset"), "Angry" = new /datum/ai_emotion("ai_angry"), "BSOD" = new /datum/ai_emotion("ai_bsod"), "Blank" = new /datum/ai_emotion("ai_off"), "Problems?" = new /datum/ai_emotion("ai_trollface"), "Awesome" = new /datum/ai_emotion("ai_awesome"), "Dorfy" = new /datum/ai_emotion("ai_urist"), "Facepalm" = new /datum/ai_emotion("ai_facepalm"), "Friend Computer" = new /datum/ai_emotion("ai_friend"), "Corgi" = new /datum/ai_emotion("ai_corgi"), "Communist" = new /datum/ai_emotion("ai_redoctober"), "Heart" = new /datum/ai_emotion("ai_heart"), "Tribunal" = new /datum/ai_emotion("ai_tribunal", "serithi"), "Tribunal Malfunctioning" = new /datum/ai_emotion("ai_tribunal_malf", "serithi") ) /proc/get_ai_emotions(var/ckey) var/list/emotions = list() for(var/emotion_name in ai_status_emotions) var/datum/ai_emotion/emotion = ai_status_emotions[emotion_name] if(!emotion.ckey || emotion.ckey == ckey) emotions += emotion_name return emotions /proc/set_ai_status_displays(mob/user as mob) var/list/ai_emotions = get_ai_emotions(user.ckey) var/emote = tgui_input_list(user, "Please, select a status:", "AI Status", ai_emotions) if(!emote) return for (var/obj/machinery/M in GLOB.machines) //change status if(istype(M, /obj/machinery/ai_status_display)) var/obj/machinery/ai_status_display/AISD = M AISD.emotion = emote AISD.update() //if Friend Computer, change ALL displays else if(istype(M, /obj/machinery/status_display)) var/obj/machinery/status_display/SD = M if(emote=="Friend Computer") SD.friendc = 1 else SD.friendc = 0 /obj/machinery/ai_status_display icon = 'icons/obj/status_display.dmi' icon_state = "frame" layer = ABOVE_WINDOW_LAYER name = "AI display" anchored = TRUE density = FALSE circuit = /obj/item/circuitboard/ai_status_display var/mode = 0 // 0 = Blank // 1 = AI emoticon // 2 = Blue screen of death var/picture_state // icon_state of ai picture var/emotion = "Neutral" /obj/machinery/ai_status_display/attackby(I as obj, user as mob) if(computer_deconstruction_screwdriver(user, I)) return else attack_hand(user) return /obj/machinery/ai_status_display/attack_ai(mob/user as mob) var/list/ai_emotions = get_ai_emotions(user.ckey) var/emote = tgui_input_list(user, "Please, select a status:", "AI Status", ai_emotions) if(!emote) return emotion = emote /obj/machinery/ai_status_display/process() return /obj/machinery/ai_status_display/proc/update() if(mode==0) //Blank cut_overlays() return if(mode==1) // AI emoticon var/datum/ai_emotion/ai_emotion = ai_status_emotions[emotion] set_picture(ai_emotion.overlay) return if(mode==2) // BSOD set_picture("ai_bsod") return /obj/machinery/ai_status_display/proc/set_picture(var/state) picture_state = state cut_overlays() add_overlay(picture_state) /obj/machinery/ai_status_display/power_change() ..() if(stat & NOPOWER) cut_overlays() else update()