/obj/machinery/bot/secbot
name = "Securitron"
desc = "A little security robot. He looks less than thrilled."
icon = 'aibots.dmi'
icon_state = "secbot0"
layer = 5.0
density = 1
anchored = 0
// weight = 1.0E7
req_access = list(access_security)
var/on = 1
var/locked = 1 //Behavior Controls lock
var/mob/living/carbon/target
var/oldtarget_name
var/threatlevel = 0
var/target_lastloc //Loc of target when arrested.
var/last_found //There's a delay
var/frustration = 0
var/emagged = 0 //Emagged Secbots view everyone as a criminal
var/health = 25
var/idcheck = 1 //If false, all station IDs are authorized for weapons.
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
var/mode = 0
#define SECBOT_IDLE 0 // idle
#define SECBOT_HUNT 1 // found target, hunting
#define SECBOT_PREP_ARREST 2 // at target, preparing to arrest
#define SECBOT_ARREST 3 // arresting target
#define SECBOT_START_PATROL 4 // start patrol
#define SECBOT_PATROL 5 // patrolling
#define SECBOT_SUMMON 6 // summoned by PDA
var/auto_patrol = 0 // set to make bot automatically patrol
var/obj/machinery/camera/cam //Camera for the AI to find them I guess
var/beacon_freq = 1445 // navigation beacon frequency
var/control_freq = 1447 // bot control frequency
var/turf/patrol_target // this is turf to navigate to (location of beacon)
var/new_destination // pending new destination (waiting for beacon response)
var/destination // destination description tag
var/next_destination // the next destination in the patrol route
var/list/path = new // list of path turfs
var/blockcount = 0 //number of times retried a blocked path
var/awaiting_beacon = 0 // count of pticks awaiting a beacon response
var/nearest_beacon // the nearest beacon's tag
var/turf/nearest_beacon_loc // the nearest beacon's location
/obj/machinery/bot/secbot/beepsky
name = "Officer Beepsky"
desc = "It's Officer Beepsky! He's a loose cannon but he gets the job done."
idcheck = 0
auto_patrol = 1
/obj/item/weapon/secbot_assembly
name = "helmet/signaler assembly"
desc = "Some sort of bizarre assembly."
icon = 'aibots.dmi'
icon_state = "helmet_signaler"
item_state = "helmet"
var/build_step = 0
var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
/obj/machinery/bot/secbot
New()
..()
src.icon_state = "secbot[src.on]"
spawn(3)
src.botcard = new /obj/item/weapon/card/id(src)
src.botcard.access = get_access("Detective")
src.cam = new /obj/machinery/camera(src)
src.cam.c_tag = src.name
src.cam.network = "SS13"
if(radio_controller)
radio_controller.add_object(src, "[control_freq]")
radio_controller.add_object(src, "[beacon_freq]")
examine()
set src in view()
..()
if (src.health < 25)
if (src.health > 15)
usr << text("\red [src]'s parts look loose.")
else
usr << text("\red [src]'s parts look very loose!")
return
attack_hand(user as mob)
var/dat
dat += text({"
Automatic Security Unit v1.3
Status: []
Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
"[src.on ? "On" : "Off"]" )
if(!src.locked)
dat += text({"
Check for Weapon Authorization: []
Check Security Records: []
Operating Mode: []
Auto Patrol: []"},
"[src.idcheck ? "Yes" : "No"]",
"[src.check_records ? "Yes" : "No"]",
"[src.arrest_type ? "Detain" : "Arrest"]",
"[auto_patrol ? "On" : "Off"]" )
user << browse("
Securitron v1.3 controls[dat]", "window=autosec")
onclose(user, "autosec")
return
Topic(href, href_list)
usr.machine = src
src.add_fingerprint(usr)
if ((href_list["power"]) && (src.allowed(usr)))
src.on = !src.on
src.target = null
src.oldtarget_name = null
src.anchored = 0
src.mode = SECBOT_IDLE
walk_to(src,0)
src.icon_state = "secbot[src.on]"
src.updateUsrDialog()
switch(href_list["operation"])
if ("idcheck")
src.idcheck = !src.idcheck
src.updateUsrDialog()
if ("ignorerec")
src.check_records = !src.check_records
src.updateUsrDialog()
if ("switchmode")
src.arrest_type = !src.arrest_type
src.updateUsrDialog()
if("patrol")
auto_patrol = !auto_patrol
mode = SECBOT_IDLE
updateUsrDialog()
attack_ai(mob/user as mob)
src.on = !src.on
src.target = null
src.oldtarget_name = null
mode = SECBOT_IDLE
src.anchored = 0
src.icon_state = "secbot[src.on]"
walk_to(src,0)
attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/card/emag)) && (!src.emagged))
user << "\red You short out [src]'s target assessment circuits."
spawn(0)
for(var/mob/O in hearers(src, null))
O.show_message("\red [src] buzzes oddly!", 1)
src.target = null
src.oldtarget_name = user.name
src.last_found = world.time
src.anchored = 0
src.emagged = 1
src.on = 1
src.icon_state = "secbot[src.on]"
mode = SECBOT_IDLE
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else if (istype(W, /obj/item/weapon/screwdriver))
if (src.health < 25)
src.health = 25
for(var/mob/O in viewers(src, null))
O << "\red [user] repairs [src]!"
else
switch(W.damtype)
if("fire")
src.health -= W.force * 0.75
if("brute")
src.health -= W.force * 0.5
else
if (src.health <= 0)
src.explode()
else if ((W.force) && (!src.target))
src.target = user
src.mode = SECBOT_HUNT
..()
process()
set background = 1
if (!src.on)
return
switch(mode)
if(SECBOT_IDLE) // idle
walk_to(src,0)
look_for_perp() // see if any criminals are in range
if(!mode && auto_patrol) // still idle, and set to patrol
mode = SECBOT_START_PATROL // switch to patrol mode
if(SECBOT_HUNT) // hunting for perp
// if can't reach perp for long enough, go idle
if (src.frustration >= 8)
// for(var/mob/O in hearers(src, null))
// O << "[src] beeps, \"Backup requested! Suspect has evaded arrest.\""
src.target = null
src.last_found = world.time
src.frustration = 0
src.mode = 0
walk_to(src,0)
if (target) // make sure target exists
if (get_dist(src, src.target) <= 1) // if right next to perp
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
src.icon_state = "secbot-c"
spawn(2)
src.icon_state = "secbot[src.on]"
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if (istype(M, /mob/living/carbon/human))
if (M.weakened < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.weakened = 10
if (M.stuttering < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
if (M.stunned < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stunned = 10
else
M.weakened = 10
M.stuttering = 10
M.stunned = 10
maxstuns--
if (maxstuns <= 0)
target = null
for(var/mob/O in viewers(src, null))
O.show_message("\red [src.target] has been stunned by [src]!", 1, "\red You hear someone fall", 2)
mode = SECBOT_PREP_ARREST
src.anchored = 1
src.target_lastloc = M.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, src.target)
walk_to(src, src.target,1,4)
if ((get_dist(src, src.target)) >= (olddist))
src.frustration++
else
src.frustration = 0
if(SECBOT_PREP_ARREST) // preparing to arrest target
// see if he got away
if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc) && src.target:weakened < 2))
src.anchored = 0
mode = SECBOT_HUNT
return
if (!src.target.handcuffed && !src.arrest_type)
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
mode = SECBOT_ARREST
for(var/mob/O in viewers(src, null))
O.show_message("\red [src] is trying to put handcuffs on [src.target]!", 1)
spawn(60)
if (get_dist(src, src.target) <= 1)
if (src.target.handcuffed)
return
if(istype(src.target,/mob/living/carbon))
src.target.handcuffed = new /obj/item/weapon/handcuffs(src.target)
mode = SECBOT_IDLE
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
playsound(src.loc, pick('bgod.ogg', 'biamthelaw.ogg', 'bsecureday.ogg', 'bradio.ogg', 'binsult.ogg', 'bcreep.ogg'), 50, 0)
// var/arrest_message = pick("Have a secure day!","I AM THE LAW.", "God made tomorrow for the crooks we don't catch today.","You can't outrun a radio.")
// src.speak(arrest_message)
if(SECBOT_ARREST) // arresting
if (src.target.handcuffed)
src.anchored = 0
mode = SECBOT_IDLE
return
if(SECBOT_START_PATROL) // start a patrol
if(path.len > 0 && patrol_target) // have a valid path, so just resume
mode = SECBOT_PATROL
return
else if(patrol_target) // has patrol target already
spawn(0)
calc_path() // so just find a route to it
if(path.len == 0)
patrol_target = 0
return
mode = SECBOT_PATROL
else // no patrol target, so need a new one
find_patrol_target()
speak("Engaging patrol mode.")
if(SECBOT_PATROL) // patrol mode
patrol_step()
spawn(5)
if(mode == SECBOT_PATROL)
patrol_step()
if(SECBOT_SUMMON) // summoned to PDA
patrol_step()
spawn(4)
if(mode == SECBOT_SUMMON)
patrol_step()
sleep(4)
patrol_step()
return
// perform a single patrol step
proc/patrol_step()
if(loc == patrol_target) // reached target
at_patrol_target()
return
else if(path.len > 0 && patrol_target) // valid path
var/turf/next = path[1]
if(next == loc)
path -= next
return
if(istype( next, /turf/simulated))
var/moved = step_towards(src, next) // attempt to move
if(moved) // successful move
blockcount = 0
path -= loc
look_for_perp()
else // failed to move
blockcount++
if(blockcount > 5) // attempt 5 times before recomputing
// find new path excluding blocked turf
spawn(2)
calc_path(next)
if(path.len == 0)
find_patrol_target()
else
blockcount = 0
return
return
else // not a valid turf
mode = SECBOT_IDLE
return
else // no path, so calculate new one
mode = SECBOT_START_PATROL
// finds a new patrol target
proc/find_patrol_target()
send_status()
if(awaiting_beacon) // awaiting beacon response
awaiting_beacon++
if(awaiting_beacon > 5) // wait 5 secs for beacon response
find_nearest_beacon() // then go to nearest instead
return
if(next_destination)
set_destination(next_destination)
else
find_nearest_beacon()
return
// finds the nearest beacon to self
// signals all beacons matching the patrol code
proc/find_nearest_beacon()
nearest_beacon = null
new_destination = "__nearest__"
post_signal(beacon_freq, "findbeacon", "patrol")
awaiting_beacon = 1
spawn(10)
awaiting_beacon = 0
if(nearest_beacon)
set_destination(nearest_beacon)
else
auto_patrol = 0
mode = SECBOT_IDLE
speak("Disengaging patrol mode.")
send_status()
proc/at_patrol_target()
find_patrol_target()
return
// sets the current destination
// signals all beacons matching the patrol code
// beacons will return a signal giving their locations
proc/set_destination(var/new_dest)
new_destination = new_dest
post_signal(beacon_freq, "findbeacon", "patrol")
awaiting_beacon = 1
// receive a radio signal
// used for beacon reception
receive_signal(datum/signal/signal)
if(!on)
return
/*
world << "rec signal: [signal.source]"
for(var/x in signal.data)
world << "* [x] = [signal.data[x]]"
*/
var/recv = signal.data["command"]
// process all-bot input
if(recv=="bot_status")
send_status()
// check to see if we are the commanded bot
if(signal.data["active"] == src)
// process control input
switch(recv)
if("stop")
mode = SECBOT_IDLE
auto_patrol = 0
return
if("go")
mode = SECBOT_IDLE
auto_patrol = 1
return
if("summon")
patrol_target = signal.data["target"]
next_destination = destination
destination = null
awaiting_beacon = 0
mode = SECBOT_SUMMON
calc_path()
speak("Responding.")
return
// receive response from beacon
recv = signal.data["beacon"]
var/valid = signal.data["patrol"]
if(!recv || !valid)
return
if(recv == new_destination) // if the recvd beacon location matches the set destination
// the we will navigate there
destination = new_destination
patrol_target = signal.source.loc
next_destination = signal.data["next_patrol"]
awaiting_beacon = 0
// if looking for nearest beacon
else if(new_destination == "__nearest__")
var/dist = get_dist(src,signal.source.loc)
if(nearest_beacon)
// note we ignore the beacon we are located at
if(dist>1 && dist 1)
nearest_beacon = recv
nearest_beacon_loc = signal.source.loc
return
// send a radio signal with a single data key/value pair
proc/post_signal(var/freq, var/key, var/value)
post_signal_multiple(freq, list("[key]" = value) )
// send a radio signal with multiple data key/values
proc/post_signal_multiple(var/freq, var/list/keyval)
var/datum/radio_frequency/frequency = radio_controller.return_frequency("[freq]")
if(!frequency) return
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
for(var/key in keyval)
signal.data[key] = keyval[key]
//world << "sent [key],[keyval[key]] on [freq]"
frequency.post_signal(src, signal)
// signals bot status etc. to controller
proc/send_status()
var/list/kv = new()
kv["type"] = "secbot"
kv["name"] = name
kv["loca"] = loc.loc // area
kv["mode"] = mode
post_signal_multiple(control_freq, kv)
// calculates a path to the current destination
// given an optional turf to avoid
proc/calc_path(var/turf/avoid = null)
src.path = AStar(src.loc, patrol_target, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 120, id=botcard, exclude=avoid)
src.path = reverselist(src.path)
// look for a criminal in view of the bot
proc/look_for_perp()
src.anchored = 0
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
if ((C.stat) || (C.handcuffed))
continue
if ((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
continue
if (istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C)
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
src.threatlevel = 4
if (!src.threatlevel)
continue
else if (src.threatlevel >= 4)
src.target = C
src.oldtarget_name = C.name
src.speak("Level [src.threatlevel] infraction alert!")
playsound(src.loc, pick('bcriminal.ogg', 'bjustice.ogg', 'bfreeze.ogg'), 50, 0)
src.visible_message("[src] points at [C.name]!")
mode = SECBOT_HUNT
spawn(0)
process() // ensure bot quickly responds to a perp
break
else
continue
//If the security records say to arrest them, arrest them
//Or if they have weapons and aren't security, arrest them.
proc/assess_perp(mob/living/carbon/human/perp as mob)
var/threatcount = 0
if(src.emagged) return 10 //Everyone is a criminal!
if((src.idcheck) || (isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
if(src.allowed(perp)) //Corrupt cops cannot exist beep boop
return 0
if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/shotgun)) || istype(perp.l_hand, /obj/item/weapon/baton))
threatcount += 4
if((istype(perp.r_hand, /obj/item/weapon/gun) && !istype(perp.r_hand, /obj/item/weapon/gun/shotgun)) || istype(perp.r_hand, /obj/item/weapon/baton))
threatcount += 4
if(istype(perp:belt, /obj/item/weapon/gun) || istype(perp:belt, /obj/item/weapon/baton))
threatcount += 2
if(istype(perp:wear_suit, /obj/item/clothing/suit/wizrobe))
threatcount += 2
if(perp.mutantrace && perp.mutantrace != "none")
threatcount += 2
//Agent cards lower threatlevel when normal idchecking is off.
if((istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)) && src.idcheck)
threatcount -= 2
if (src.check_records)
for (var/datum/data/record/E in data_core.general)
var/perpname = perp.name
if (perp:wear_id)
var/obj/item/weapon/card/id/id = perp:wear_id
if(istype(perp:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = perp:wear_id
id = pda.id
if (id)
perpname = id.registered
else
var/obj/item/device/pda/pda = perp:wear_id
perpname = pda.owner
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
threatcount = 4
break
return threatcount
Bump(M as mob|obj) //Leave no door unopened!
spawn(0)
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
var/obj/machinery/door/D = M
if (D.check_access(src.botcard))
D.open()
src.frustration = 0
else if ((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
return
Bumped(M as mob|obj)
spawn(0)
var/turf/T = get_turf(src)
M:loc = T
bullet_act(flag, A as obj)
switch(flag)
if (PROJECTILE_BULLET)
src.health -= 20
//if (PROJECTILE_WEAKBULLET || PROJECTILE_BEANBAG) //Detective's revolver fires marshmallows
// src.health -= 2
if (PROJECTILE_LASER)
src.health -= 10
if (PROJECTILE_PULSE)
src.health -=40
if (src.health <= 0)
src.explode()
proc/speak(var/message)
for(var/mob/O in hearers(src, null))
O << "[src] beeps, \"[message]\""
return
//Generally we want to explode() instead of just deleting the securitron.
ex_act(severity)
switch(severity)
if(1.0)
src.explode()
return
if(2.0)
src.health -= 15
if (src.health <= 0)
src.explode()
return
return
meteorhit()
src.explode()
return
blob_act()
if(prob(50))
src.explode()
return
proc/explode()
walk_to(src,0)
for(var/mob/O in hearers(src, null))
O.show_message("\red [src] blows apart!", 1)
var/turf/Tsec = get_turf(src)
var/obj/item/weapon/secbot_assembly/Sa = new /obj/item/weapon/secbot_assembly(Tsec)
Sa.build_step = 1
Sa.overlays += image('aibots.dmi', "hs_hole")
Sa.created_name = src.name
new /obj/item/device/prox_sensor(Tsec)
var/obj/item/weapon/baton/B = new /obj/item/weapon/baton(Tsec)
B.charges = 0
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(src)
//Secbot Construction
/obj/item/clothing/head/helmet/attackby(var/obj/item/device/radio/signaler/S, mob/user as mob)
if (!istype(S, /obj/item/device/radio/signaler))
..()
return
if (src.type != /obj/item/clothing/head/helmet) //Eh, but we don't want people making secbots out of space helmets.
return
if (!S.b_stat)
return
else
var/obj/item/weapon/secbot_assembly/A = new /obj/item/weapon/secbot_assembly
A.loc = user
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = A
else
user.u_equip(S)
user.l_hand = A
A.layer = 20
user << "You add the signaler to the helmet."
del(S)
del(src)
/obj/item/weapon/secbot_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/weldingtool)) && (!src.build_step))
if ((W:welding) && (W:get_fuel() >= 1))
W:use_fuel(1)
src.build_step++
src.overlays += image('aibots.dmi', "hs_hole")
user << "You weld a hole in [src]!"
else if ((istype(W, /obj/item/device/prox_sensor)) && (src.build_step == 1))
src.build_step++
user << "You add the prox sensor to [src]!"
src.overlays += image('aibots.dmi', "hs_eye")
src.name = "helmet/signaler/prox sensor assembly"
del(W)
else if (((istype(W, /obj/item/robot_parts/l_arm)) || (istype(W, /obj/item/robot_parts/r_arm))) && (src.build_step == 2))
src.build_step++
user << "You add the robot arm to [src]!"
src.name = "helmet/signaler/prox sensor/robot arm assembly"
src.overlays += image('aibots.dmi', "hs_arm")
del(W)
else if ((istype(W, /obj/item/weapon/baton)) && (src.build_step >= 3))
src.build_step++
user << "You complete the Securitron! Beep boop."
var/obj/machinery/bot/secbot/S = new /obj/machinery/bot/secbot
S.loc = get_turf(src)
S.name = src.created_name
del(W)
del(src)
else if (istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t