/obj/machinery/computer/aifixer name = "AI System Integrity Restorer" icon = 'icons/obj/computer.dmi' icon_state = "ai-fixer" req_access = list(access_captain, access_robotics, access_heads) var/mob/living/silicon/ai/occupant = null var/active = 0 /obj/machinery/computer/aifixer/New() src.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty") /obj/machinery/computer/aifixer/attackby(I as obj, user as mob) /* if(istype(I, /obj/item/weapon/screwdriver)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) user << "\blue The broken glass falls out." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) new /obj/item/weapon/shard( src.loc ) var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A ) for (var/obj/C in src) C.loc = src.loc M.id = src.id A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 del(src) else user << "\blue You disconnect the monitor." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A ) for (var/obj/C in src) C.loc = src.loc M.id = src.id A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 del(src) */ if(istype(I, /obj/item/device/aicard)) if(stat & (NOPOWER|BROKEN)) user << "This terminal isn't functioning right now, get it working!" return I:transfer_ai("AIFIXER","AICARD",src,user) //src.attack_hand(user) return /obj/machinery/computer/aifixer/attack_ai(var/mob/user as mob) return attack_hand(user) /obj/machinery/computer/aifixer/attack_paw(var/mob/user as mob) return attack_hand(user) /obj/machinery/computer/aifixer/attack_hand(var/mob/user as mob) if(..()) return user.set_machine(src) var/dat = "

AI System Integrity Restorer



" if (src.occupant) var/laws dat += "Stored AI: [src.occupant.name]
System integrity: [(src.occupant.health+100)/2]%
" if (src.occupant.laws.zeroth) laws += "0: [src.occupant.laws.zeroth]
" var/number = 1 for (var/index = 1, index <= src.occupant.laws.inherent.len, index++) var/law = src.occupant.laws.inherent[index] if (length(law) > 0) laws += "[number]: [law]
" number++ for (var/index = 1, index <= src.occupant.laws.supplied.len, index++) var/law = src.occupant.laws.supplied[index] if (length(law) > 0) laws += "[number]: [law]
" number++ dat += "Laws:
[laws]
" if (src.occupant.stat == 2) dat += "AI nonfunctional" else dat += "AI functional" if (!src.active) dat += {"

Begin Reconstruction"} else dat += "

Reconstruction in process, please wait.
" dat += {" Close"} user << browse(dat, "window=computer;size=400x500") onclose(user, "computer") return /obj/machinery/computer/aifixer/process() if(..()) src.updateDialog() return /obj/machinery/computer/aifixer/Topic(href, href_list) if(..()) return if (href_list["fix"]) src.active = 1 src.overlays += image('icons/obj/computer.dmi', "ai-fixer-on") while (src.occupant.health < 100) src.occupant.adjustOxyLoss(-1) src.occupant.adjustFireLoss(-1) src.occupant.adjustToxLoss(-1) src.occupant.adjustBruteLoss(-1) src.occupant.updatehealth() if (src.occupant.health >= 0 && src.occupant.stat == 2) src.occupant.stat = 0 src.occupant.lying = 0 dead_mob_list -= src.occupant living_mob_list += src.occupant src.overlays -= image('icons/obj/computer.dmi', "ai-fixer-404") src.overlays += image('icons/obj/computer.dmi', "ai-fixer-full") src.updateUsrDialog() sleep(10) src.active = 0 src.overlays -= image('icons/obj/computer.dmi', "ai-fixer-on") src.add_fingerprint(usr) src.updateUsrDialog() return /obj/machinery/computer/aifixer/update_icon() ..() // Broken / Unpowered if((stat & BROKEN) || (stat & NOPOWER)) overlays.Cut() // Working / Powered else if (occupant) switch (occupant.stat) if (0) overlays += image('icons/obj/computer.dmi', "ai-fixer-full") if (2) overlays += image('icons/obj/computer.dmi', "ai-fixer-404") else overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")