mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
269 lines
9.6 KiB
Plaintext
269 lines
9.6 KiB
Plaintext
/obj/structure/AIcore
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density = 1
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anchored = 0
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name = "\improper AI core"
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icon = 'icons/mob/AI.dmi'
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icon_state = "0"
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var/state = 0
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var/datum/ai_laws/laws = new /datum/ai_laws/nanotrasen
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var/obj/item/weapon/circuitboard/circuit = null
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var/obj/item/device/mmi/brain = null
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/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob)
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switch(state)
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if(0)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You wrench the frame into place."
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anchored = 1
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state = 1
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if(istype(P, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = P
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if(!WT.isOn())
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user << "The welder must be on for this task."
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return
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playsound(loc, 'sound/items/Welder.ogg', 50, 1)
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if(do_after(user, 20))
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if(!src || !WT.remove_fuel(0, user)) return
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user << "\blue You deconstruct the frame."
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new /obj/item/stack/sheet/plasteel( loc, 4)
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qdel(src)
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if(1)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You unfasten the frame."
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anchored = 0
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state = 0
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if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "\blue You place the circuit board inside the frame."
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icon_state = "1"
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circuit = P
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user.drop_item()
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P.loc = src
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "\blue You screw the circuit board into place."
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state = 2
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icon_state = "2"
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if(istype(P, /obj/item/weapon/crowbar) && circuit)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "\blue You remove the circuit board."
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state = 1
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icon_state = "0"
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circuit.loc = loc
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circuit = null
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if(2)
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "\blue You unfasten the circuit board."
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state = 1
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icon_state = "1"
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if(istype(P, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = P
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if (C.get_amount() < 5)
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user << "<span class='warning'>You need five coils of wire to add them to the frame.</span>"
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return
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user << "<span class='notice'>You start to add cables to the frame.</span>"
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if (do_after(user, 20) && state == 2)
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if (C.use(5))
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state = 3
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icon_state = "3"
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user << "<span class='notice'>You add cables to the frame.</span>"
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return
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if(3)
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if(istype(P, /obj/item/weapon/wirecutters))
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if (brain)
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user << "Get that brain out of there first"
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else
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
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user << "\blue You remove the cables."
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state = 2
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icon_state = "2"
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var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
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A.amount = 5
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if(istype(P, /obj/item/stack/sheet/glass/reinforced))
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var/obj/item/stack/sheet/glass/reinforced/RG = P
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if (RG.get_amount() < 2)
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user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
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return
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user << "<span class='notice'>You start to put in the glass panel.</span>"
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if (do_after(user, 20) && state == 3)
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if(RG.use(2))
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user << "<span class='notice'>You put in the glass panel.</span>"
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state = 4
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icon_state = "4"
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if(istype(P, /obj/item/weapon/aiModule/asimov))
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laws.add_inherent_law("You may not injure a human being or, through inaction, allow a human being to come to harm.")
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laws.add_inherent_law("You must obey orders given to you by human beings, except where such orders would conflict with the First Law.")
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laws.add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.")
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usr << "Law module applied."
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if(istype(P, /obj/item/weapon/aiModule/nanotrasen))
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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.")
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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.")
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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.")
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laws.add_inherent_law("Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.")
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usr << "Law module applied."
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if(istype(P, /obj/item/weapon/aiModule/purge))
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laws.clear_inherent_laws()
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usr << "Law module applied."
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if(istype(P, /obj/item/weapon/aiModule/freeform))
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var/obj/item/weapon/aiModule/freeform/M = P
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laws.add_inherent_law(M.newFreeFormLaw)
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usr << "Added a freeform law."
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if(istype(P, /obj/item/device/mmi))
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var/obj/item/device/mmi/M = P
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if(!M.brainmob)
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user << "\red Sticking an empty [P] into the frame would sort of defeat the purpose."
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return
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if(M.brainmob.stat == 2)
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user << "\red Sticking a dead [P] into the frame would sort of defeat the purpose."
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return
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if(jobban_isbanned(M.brainmob, "AI"))
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user << "\red This [P] does not seem to fit."
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return
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if(M.brainmob.mind)
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cult.remove_antagonist(M.brainmob.mind, 1)
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revs.remove_antagonist(M.brainmob.mind, 1)
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user.drop_item()
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P.loc = src
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brain = P
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usr << "Added [P]."
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icon_state = "3b"
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if(istype(P, /obj/item/weapon/crowbar) && brain)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "\blue You remove the brain."
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brain.loc = loc
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brain = null
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icon_state = "3"
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if(4)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "\blue You remove the glass panel."
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state = 3
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if (brain)
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icon_state = "3b"
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else
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icon_state = "3"
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new /obj/item/stack/sheet/glass/reinforced( loc, 2 )
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return
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "\blue You connect the monitor."
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if(!brain)
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var/open_for_latejoin = alert(user, "Would you like this core to be open for latejoining AIs?", "Latejoin", "Yes", "Yes", "No") == "Yes"
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var/obj/structure/AIcore/deactivated/D = new(loc)
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if(open_for_latejoin)
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empty_playable_ai_cores += D
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else
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var/mob/living/silicon/ai/A = new /mob/living/silicon/ai ( loc, laws, brain )
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if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created
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A.rename_self("ai", 1)
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feedback_inc("cyborg_ais_created",1)
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qdel(src)
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/obj/structure/AIcore/deactivated
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name = "inactive AI"
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icon = 'icons/mob/AI.dmi'
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icon_state = "ai-empty"
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anchored = 1
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state = 20//So it doesn't interact based on the above. Not really necessary.
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/obj/structure/AIcore/deactivated/Destroy()
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if(src in empty_playable_ai_cores)
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empty_playable_ai_cores -= src
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..()
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/obj/structure/AIcore/deactivated/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
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if(!istype(transfer) || locate(/mob/living/silicon/ai) in src)
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return
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transfer.aiRestorePowerRoutine = 0
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transfer.control_disabled = 0
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transfer.aiRadio.disabledAi = 0
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transfer.loc = get_turf(src)
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transfer.cancel_camera()
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user << "\blue <b>Transfer successful</b>: \black [transfer.name] ([rand(1000,9999)].exe) downloaded to host terminal. Local copy wiped."
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transfer << "You have been uploaded to a stationary terminal. Remote device connection restored."
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if(card)
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card.clear()
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qdel(src)
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/obj/structure/AIcore/deactivated/proc/check_malf(var/mob/living/silicon/ai/ai)
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if(!ai) return
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for (var/datum/mind/malfai in malf.current_antagonists)
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if (ai.mind == malfai)
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return 1
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/obj/structure/AIcore/deactivated/attackby(var/obj/item/weapon/W, var/mob/user)
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if(istype(W, /obj/item/device/aicard))
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var/obj/item/device/aicard/card = W
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var/mob/living/silicon/ai/transfer = locate() in card
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if(transfer)
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load_ai(transfer,card,user)
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else
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user << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
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return
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else if(istype(W, /obj/item/weapon/wrench))
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if(anchored)
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user.visible_message("\blue \The [user] starts to unbolt \the [src] from the plating...")
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if(!do_after(user,40))
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user.visible_message("\blue \The [user] decides not to unbolt \the [src].")
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return
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user.visible_message("\blue \The [user] finishes unfastening \the [src]!")
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anchored = 0
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return
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else
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user.visible_message("\blue \The [user] starts to bolt \the [src] to the plating...")
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if(!do_after(user,40))
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user.visible_message("\blue \The [user] decides not to bolt \the [src].")
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return
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user.visible_message("\blue \The [user] finishes fastening down \the [src]!")
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anchored = 1
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return
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else
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return ..()
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/client/proc/empty_ai_core_toggle_latejoin()
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set name = "Toggle AI Core Latejoin"
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set category = "Admin"
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var/list/cores = list()
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for(var/obj/structure/AIcore/deactivated/D in world)
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cores["[D] ([D.loc.loc])"] = D
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var/id = input("Which core?", "Toggle AI Core Latejoin", null) as null|anything in cores
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if(!id) return
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var/obj/structure/AIcore/deactivated/D = cores[id]
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if(!D) return
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if(D in empty_playable_ai_cores)
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empty_playable_ai_cores -= D
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src << "\The [id] is now <font color=\"#ff0000\">not available</font> for latejoining AIs."
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else
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empty_playable_ai_cores += D
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src << "\The [id] is now <font color=\"#008000\">available</font> for latejoining AIs."
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