Files
CHOMPStation2/code/modules/mob/living/silicon/ai/ai.dm
2014-12-08 13:01:04 +10:30

771 lines
24 KiB
Plaintext

#define AI_CHECK_WIRELESS 1
#define AI_CHECK_RADIO 2
var/list/ai_list = list()
var/list/ai_verbs_default = list(
/mob/living/silicon/ai/proc/ai_alerts,
/mob/living/silicon/ai/proc/ai_announcement,
/mob/living/silicon/ai/proc/ai_call_shuttle,
// /mob/living/silicon/ai/proc/ai_recall_shuttle,
/mob/living/silicon/ai/proc/ai_camera_track,
/mob/living/silicon/ai/proc/ai_camera_list,
/mob/living/silicon/ai/proc/ai_goto_location,
/mob/living/silicon/ai/proc/ai_remove_location,
/mob/living/silicon/ai/proc/ai_hologram_change,
/mob/living/silicon/ai/proc/ai_network_change,
/mob/living/silicon/ai/proc/ai_roster,
/mob/living/silicon/ai/proc/ai_statuschange,
/mob/living/silicon/ai/proc/ai_store_location,
/mob/living/silicon/ai/proc/ai_checklaws,
/mob/living/silicon/ai/proc/control_integrated_radio,
/mob/living/silicon/ai/proc/core,
/mob/living/silicon/ai/proc/pick_icon,
/mob/living/silicon/ai/proc/sensor_mode,
/mob/living/silicon/ai/proc/show_laws_verb,
/mob/living/silicon/ai/proc/toggle_acceleration,
/mob/living/silicon/ai/proc/toggle_camera_light
)
//Not sure why this is necessary...
/proc/AutoUpdateAI(obj/subject)
var/is_in_use = 0
if (subject!=null)
for(var/A in ai_list)
var/mob/living/silicon/ai/M = A
if ((M.client && M.machine == subject))
is_in_use = 1
subject.attack_ai(M)
return is_in_use
/mob/living/silicon/ai
name = "AI"
icon = 'icons/mob/AI.dmi'//
icon_state = "ai"
anchored = 1 // -- TLE
density = 1
status_flags = CANSTUN|CANPARALYSE
shouldnt_see = list(/obj/effect/rune)
var/list/network = list("SS13")
var/obj/machinery/camera/camera = null
var/list/connected_robots = list()
var/aiRestorePowerRoutine = 0
var/viewalerts = 0
var/icon/holo_icon//Default is assigned when AI is created.
var/obj/item/device/pda/ai/aiPDA = null
var/obj/item/device/multitool/aiMulti = null
var/obj/item/device/radio/headset/heads/ai_integrated/aiRadio = null
var/custom_sprite = 0 //For our custom sprites
//Hud stuff
//MALFUNCTION
var/datum/AI_Module/module_picker/malf_picker
var/processing_time = 100
var/list/datum/AI_Module/current_modules = list()
var/fire_res_on_core = 0
var/control_disabled = 0 // Set to 1 to stop AI from interacting via Click() -- TLE
var/malfhacking = 0 // More or less a copy of the above var, so that malf AIs can hack and still get new cyborgs -- NeoFite
var/obj/machinery/power/apc/malfhack = null
var/explosive = 0 //does the AI explode when it dies?
var/mob/living/silicon/ai/parent = null
var/apc_override = 0 //hack for letting the AI use its APC even when visionless
var/camera_light_on = 0 //Defines if the AI toggled the light on the camera it's looking through.
var/datum/trackable/track = null
var/last_announcement = ""
var/datum/announcement/priority/announcement
/mob/living/silicon/ai/proc/add_ai_verbs()
src.verbs |= ai_verbs_default
/mob/living/silicon/ai/proc/remove_ai_verbs()
src.verbs -= ai_verbs_default
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
announcement = new()
announcement.title = "A.I. Announcement"
announcement.announcement_type = "A.I. Announcement"
announcement.newscast = 1
var/list/possibleNames = ai_names
var/pickedName = null
while(!pickedName)
pickedName = pick(ai_names)
for (var/mob/living/silicon/ai/A in mob_list)
if (A.real_name == pickedName && possibleNames.len > 1) //fixing the theoretically possible infinite loop
possibleNames -= pickedName
pickedName = null
aiPDA = new/obj/item/device/pda/ai(src)
SetName(pickedName)
anchored = 1
canmove = 0
density = 1
loc = loc
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
proc_holder_list = new()
if(L)
if (istype(L, /datum/ai_laws))
laws = L
else
laws = new base_law_type
aiMulti = new(src)
aiRadio = new(src)
common_radio = aiRadio
aiRadio.myAi = src
additional_law_channels += "Binary"
additional_law_channels += "Holopad"
aiCamera = new/obj/item/device/camera/siliconcam/ai_camera(src)
if (istype(loc, /turf))
add_ai_verbs(src)
//Languages
add_language("Robot Talk", 1)
add_language("Galactic Common", 1)
add_language("Sol Common", 0)
add_language("Sinta'unathi", 0)
add_language("Siik'tajr", 0)
add_language("Skrellian", 0)
add_language("Tradeband", 1)
add_language("Gutter", 0)
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.
new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
del(src)//Delete AI.
return
else
if (B.brainmob.mind)
B.brainmob.mind.transfer_to(src)
on_mob_init()
spawn(5)
new /obj/machinery/ai_powersupply(src)
hud_list[HEALTH_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[STATUS_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[ID_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[WANTED_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPLOYAL_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPCHEM_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
ai_list += src
..()
return
/mob/living/silicon/ai/proc/on_mob_init()
src << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
src << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
src << "To use something, simply click on it."
src << "Use say :b to speak to your cyborgs through binary. Use say :h to speak from an active holopad."
src << "For department channels, use the following say commands:"
var/radio_text = ""
for(var/i = 1 to common_radio.channels.len)
var/channel = common_radio.channels[i]
var/key = get_radio_key_from_channel(channel)
radio_text += "[key] - [channel]"
if(i != common_radio.channels.len)
radio_text += ", "
src << radio_text
if (!(ticker && ticker.mode && (mind in ticker.mode.malf_ai)))
show_laws()
src << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
job = "AI"
/mob/living/silicon/ai/Del()
ai_list -= src
..()
/mob/living/silicon/ai/pointed(atom/A as mob|obj|turf in view())
set popup_menu = 0
set src = usr.contents
return 0
/mob/living/silicon/ai/proc/system_integrity()
return (health-config.health_threshold_dead)/2
// this function shows the health of the pAI in the Status panel
/mob/living/silicon/ai/show_system_integrity()
// An AI doesn't become inoperable until -100% (or whatever config.health_threshold_dead is set to)
if(!src.stat)
stat(null, text("System integrity: [system_integrity()]%"))
else
stat(null, text("Systems nonfunctional"))
/mob/living/silicon/ai/proc/SetName(pickedName as text)
real_name = pickedName
name = pickedName
announcement.announcer = pickedName
if(eyeobj)
eyeobj.name = "[pickedName] (AI Eye)"
// Set ai pda name
if(aiPDA)
aiPDA.ownjob = "AI"
aiPDA.owner = pickedName
aiPDA.name = pickedName + " (" + aiPDA.ownjob + ")"
/*
The AI Power supply is a dummy object used for powering the AI since only machinery should be using power.
The alternative was to rewrite a bunch of AI code instead here we are.
*/
/obj/machinery/ai_powersupply
name="Power Supply"
active_power_usage=50000 // Station AIs use significant amounts of power. This, when combined with charged SMES should mean AI lasts for 1hr without external power.
use_power = 2
power_channel = EQUIP
var/mob/living/silicon/ai/powered_ai = null
invisibility = 100
/obj/machinery/ai_powersupply/New(var/mob/living/silicon/ai/ai=null)
powered_ai = ai
if(isnull(powered_ai))
Del()
loc = powered_ai.loc
use_power(1) // Just incase we need to wake up the power system.
..()
/obj/machinery/ai_powersupply/process()
if(!powered_ai || powered_ai.stat & DEAD)
Del()
if(!powered_ai.anchored)
loc = powered_ai.loc
use_power = 0
if(powered_ai.anchored)
use_power = 2
/mob/living/silicon/ai/proc/pick_icon()
set category = "AI Commands"
set name = "Set AI Core Display"
if(stat || aiRestorePowerRoutine)
return
if(!custom_sprite) //Check to see if custom sprite time, checking the appopriate file to change a var
var/file = file2text("config/custom_sprites.txt")
var/lines = text2list(file, "\n")
for(var/line in lines)
// split & clean up
var/list/Entry = text2list(line, ":")
for(var/i = 1 to Entry.len)
Entry[i] = trim(Entry[i])
if(Entry.len < 2)
continue;
if(Entry[1] == src.ckey && Entry[2] == src.real_name)
custom_sprite = 1 //They're in the list? Custom sprite time
icon = 'icons/mob/custom-synthetic.dmi'
//if(icon_state == initial(icon_state))
var/icontype = ""
if (custom_sprite == 1) icontype = ("Custom")//automagically selects custom sprite if one is available
else icontype = input("Select an icon!", "AI", null, null) in list("Monochrome", "Rainbow", "Blue", "Inverted", "Text", "Smiley", "Angry", "Dorf", "Matrix", "Bliss", "Firewall", "Green", "Red", "Static", "Triumvirate", "Triumvirate Static", "Soviet", "Trapped", "Heartline", "Chatterbox")
switch(icontype)
if("Custom") icon_state = "[src.ckey]-ai"
if("Rainbow") icon_state = "ai-clown"
if("Monochrome") icon_state = "ai-mono"
if("Inverted") icon_state = "ai-u"
if("Firewall") icon_state = "ai-magma"
if("Green") icon_state = "ai-wierd"
if("Red") icon_state = "ai-red"
if("Static") icon_state = "ai-static"
if("Text") icon_state = "ai-text"
if("Smiley") icon_state = "ai-smiley"
if("Matrix") icon_state = "ai-matrix"
if("Angry") icon_state = "ai-angryface"
if("Dorf") icon_state = "ai-dorf"
if("Bliss") icon_state = "ai-bliss"
if("Triumvirate") icon_state = "ai-triumvirate"
if("Triumvirate Static") icon_state = "ai-triumvirate-malf"
if("Soviet") icon_state = "ai-redoctober"
if("Trapped") icon_state = "ai-hades"
if("Heartline") icon_state = "ai-heartline"
if("Chatterbox") icon_state = "ai-president"
else icon_state = "ai"
//else
//usr <<"You can only change your display once!"
//return
/mob/living/silicon/ai/proc/is_malf()
if(ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (mind == malfai)
return malf
return 0
// displays the malf_ai information if the AI is the malf
/mob/living/silicon/ai/show_malf_ai()
var/datum/game_mode/malfunction/malf = is_malf()
if(malf && malf.apcs >= 3)
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
/mob/living/silicon/ai/proc/ai_alerts()
set category = "AI Commands"
set name = "Show Alerts"
var/dat = "<HEAD><TITLE>Current Station Alerts</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
dat += "<A HREF='?src=\ref[src];mach_close=aialerts'>Close</A><BR><BR>"
for (var/cat in alarms)
dat += text("<B>[]</B><BR>\n", cat)
var/list/alarmlist = alarms[cat]
if (alarmlist.len)
for (var/area_name in alarmlist)
var/datum/alarm/alarm = alarmlist[area_name]
dat += "<NOBR>"
var/cameratext = ""
if (alarm.cameras)
for (var/obj/machinery/camera/I in alarm.cameras)
cameratext += text("[]<A HREF=?src=\ref[];switchcamera=\ref[]>[]</A>", (cameratext=="") ? "" : " | ", src, I, I.c_tag)
dat += text("-- [] ([])", alarm.area.name, (cameratext)? cameratext : "No Camera")
if (alarm.sources.len > 1)
dat += text(" - [] sources", alarm.sources.len)
dat += "</NOBR><BR>\n"
else
dat += "-- All Systems Nominal<BR>\n"
dat += "<BR>\n"
viewalerts = 1
src << browse(dat, "window=aialerts&can_close=0")
// this verb lets the ai see the stations manifest
/mob/living/silicon/ai/proc/ai_roster()
set category = "AI Commands"
set name = "Show Crew Manifest"
show_station_manifest()
/mob/living/silicon/ai/var/message_cooldown = 0
/mob/living/silicon/ai/proc/ai_announcement()
set category = "AI Commands"
set name = "Make Station Announcement"
if(check_unable(AI_CHECK_WIRELESS | AI_CHECK_RADIO))
return
if(message_cooldown)
src << "Please allow one minute to pass between announcements."
return
var/input = stripped_input(usr, "Please write a message to announce to the station crew.", "A.I. Announcement")
if(!input)
return
if(check_unable(AI_CHECK_WIRELESS | AI_CHECK_RADIO))
return
announcement.Announce(input)
message_cooldown = 1
spawn(600)//One minute cooldown
message_cooldown = 0
/mob/living/silicon/ai/proc/ai_call_shuttle()
set category = "AI Commands"
set name = "Call Emergency Shuttle"
if(check_unable(AI_CHECK_WIRELESS))
return
var/confirm = alert("Are you sure you want to call the shuttle?", "Confirm Shuttle Call", "Yes", "No")
if(check_unable(AI_CHECK_WIRELESS))
return
if(confirm == "Yes")
call_shuttle_proc(src)
// hack to display shuttle timer
if(emergency_shuttle.online())
var/obj/machinery/computer/communications/C = locate() in machines
if(C)
C.post_status("shuttle")
/mob/living/silicon/ai/proc/ai_recall_shuttle()
set category = "AI Commands"
set name = "Recall Emergency Shuttle"
if(check_unable(AI_CHECK_WIRELESS))
return
var/confirm = alert("Are you sure you want to recall the shuttle?", "Confirm Shuttle Recall", "Yes", "No")
if(check_unable(AI_CHECK_WIRELESS))
return
if(confirm == "Yes")
cancel_call_proc(src)
/mob/living/silicon/ai/check_eye(var/mob/user as mob)
if (!camera)
return null
user.reset_view(camera)
return 1
/mob/living/silicon/ai/restrained()
return 0
/mob/living/silicon/ai/emp_act(severity)
if (prob(30))
switch(pick(1,2))
if(1)
view_core()
if(2)
ai_call_shuttle()
..()
/mob/living/silicon/ai/Topic(href, href_list)
if(usr != src)
return
if(..())
return
if (href_list["mach_close"])
if (href_list["mach_close"] == "aialerts")
viewalerts = 0
var/t1 = text("window=[]", href_list["mach_close"])
unset_machine()
src << browse(null, t1)
if (href_list["switchcamera"])
switchCamera(locate(href_list["switchcamera"])) in cameranet.cameras
if (href_list["showalerts"])
ai_alerts()
//Carn: holopad requests
if (href_list["jumptoholopad"])
var/obj/machinery/hologram/holopad/H = locate(href_list["jumptoholopad"])
if(stat == CONSCIOUS)
if(H)
H.attack_ai(src) //may as well recycle
else
src << "<span class='notice'>Unable to locate the holopad.</span>"
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawc"])
switch(lawcheck[L+1])
if ("Yes") lawcheck[L+1] = "No"
if ("No") lawcheck[L+1] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"])
switch(ioncheck[L])
if ("Yes") ioncheck[L] = "No"
if ("No") ioncheck[L] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
statelaws()
if (href_list["track"])
var/mob/target = locate(href_list["track"]) in mob_list
if(target && (!istype(target, /mob/living/carbon/human) || html_decode(href_list["trackname"]) == target:get_face_name()))
ai_actual_track(target)
else
src << "\red System error. Cannot locate [html_decode(href_list["trackname"])]."
return
return
/mob/living/silicon/ai/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [] has been hit by []", src, O), 1)
//Foreach goto(19)
if (health > 0)
adjustBruteLoss(30)
if ((O.icon_state == "flaming"))
adjustFireLoss(40)
updatehealth()
return
/mob/living/silicon/ai/reset_view(atom/A)
if(camera)
camera.SetLuminosity(0)
if(istype(A,/obj/machinery/camera))
camera = A
..()
if(istype(A,/obj/machinery/camera))
if(camera_light_on) A.SetLuminosity(AI_CAMERA_LUMINOSITY)
else A.SetLuminosity(0)
/mob/living/silicon/ai/proc/switchCamera(var/obj/machinery/camera/C)
if (!C || stat == DEAD) //C.can_use())
return 0
if(!src.eyeobj)
view_core()
return
// ok, we're alive, camera is good and in our network...
eyeobj.setLoc(get_turf(C))
//machine = src
return 1
/mob/living/silicon/ai/triggerAlarm(var/class, area/A, list/cameralist, var/source)
if (stat == 2)
return 1
..()
var/cameratext = ""
for (var/obj/machinery/camera/C in cameralist)
cameratext += "[(cameratext == "")? "" : "|"]<A HREF=?src=\ref[src];switchcamera=\ref[C]>[C.c_tag]</A>"
queueAlarm("--- [class] alarm detected in [A.name]! ([(cameratext)? cameratext : "No Camera"])", class)
if (viewalerts) ai_alerts()
/mob/living/silicon/ai/cancelAlarm(var/class, area/A as area, var/source)
var/has_alarm = ..()
if (!has_alarm)
queueAlarm(text("--- [] alarm in [] has been cleared.", class, A.name), class, 0)
if (viewalerts) ai_alerts()
return has_alarm
/mob/living/silicon/ai/cancel_camera()
set category = "AI Commands"
set name = "Cancel Camera View"
//src.cameraFollow = null
src.view_core()
//Replaces /mob/living/silicon/ai/verb/change_network() in ai.dm & camera.dm
//Adds in /mob/living/silicon/ai/proc/ai_network_change() instead
//Addition by Mord_Sith to define AI's network change ability
/mob/living/silicon/ai/proc/ai_network_change()
set category = "AI Commands"
set name = "Jump To Network"
unset_machine()
var/cameralist[0]
if(check_unable())
return
var/mob/living/silicon/ai/U = usr
for (var/obj/machinery/camera/C in cameranet.cameras)
if(!C.can_use())
continue
var/list/tempnetwork = difflist(C.network,RESTRICTED_CAMERA_NETWORKS,1)
if(tempnetwork.len)
for(var/i in tempnetwork)
cameralist[i] = i
var/old_network = network
network = input(U, "Which network would you like to view?") as null|anything in cameralist
if(!U.eyeobj)
U.view_core()
return
if(isnull(network))
network = old_network // If nothing is selected
else
for(var/obj/machinery/camera/C in cameranet.cameras)
if(!C.can_use())
continue
if(network in C.network)
U.eyeobj.setLoc(get_turf(C))
break
src << "\blue Switched to [network] camera network."
//End of code by Mord_Sith
/mob/living/silicon/ai/proc/choose_modules()
set category = "Malfunction"
set name = "Choose Module"
malf_picker.use(src)
/mob/living/silicon/ai/proc/ai_statuschange()
set category = "AI Commands"
set name = "AI Status"
if(check_unable(AI_CHECK_WIRELESS))
return
set_ai_status_displays(src)
return
//I am the icon meister. Bow fefore me. //>fefore
/mob/living/silicon/ai/proc/ai_hologram_change()
set name = "Change Hologram"
set desc = "Change the default hologram available to AI to something else."
set category = "AI Commands"
if(check_unable())
return
var/input
if(alert("Would you like to select a hologram based on a crew member or switch to unique avatar?",,"Crew Member","Unique")=="Crew Member")
var/personnel_list[] = list()
for(var/datum/data/record/t in data_core.locked)//Look in data core locked.
personnel_list["[t.fields["name"]]: [t.fields["rank"]]"] = t.fields["image"]//Pull names, rank, and image.
if(personnel_list.len)
input = input("Select a crew member:") as null|anything in personnel_list
var/icon/character_icon = personnel_list[input]
if(character_icon)
del(holo_icon)//Clear old icon so we're not storing it in memory.
holo_icon = getHologramIcon(icon(character_icon))
else
alert("No suitable records found. Aborting.")
else
var/icon_list[] = list(
"default",
"floating face",
"carp"
)
input = input("Please select a hologram:") as null|anything in icon_list
if(input)
del(holo_icon)
switch(input)
if("default")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
if("floating face")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo2"))
if("carp")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo4"))
return
/*/mob/living/silicon/ai/proc/corereturn()
set category = "Malfunction"
set name = "Return to Main Core"
var/obj/machinery/power/apc/apc = src.loc
if(!istype(apc))
src << "\blue You are already in your Main Core."
return
apc.malfvacate()*/
//Toggles the luminosity and applies it by re-entereing the camera.
/mob/living/silicon/ai/proc/toggle_camera_light()
set name = "Toggle Camera Light"
set desc = "Toggles the light on the camera the AI is looking through."
set category = "AI Commands"
if(check_unable())
return
camera_light_on = !camera_light_on
src << "Camera lights [camera_light_on ? "activated" : "deactivated"]."
if(!camera_light_on)
if(camera)
camera.SetLuminosity(0)
camera = null
else
lightNearbyCamera()
// Handled camera lighting, when toggled.
// It will get the nearest camera from the eyeobj, lighting it.
/mob/living/silicon/ai/proc/lightNearbyCamera()
if(camera_light_on && camera_light_on < world.timeofday)
if(src.camera)
var/obj/machinery/camera/camera = near_range_camera(src.eyeobj)
if(camera && src.camera != camera)
src.camera.SetLuminosity(0)
if(!camera.light_disabled)
src.camera = camera
src.camera.SetLuminosity(AI_CAMERA_LUMINOSITY)
else
src.camera = null
else if(isnull(camera))
src.camera.SetLuminosity(0)
src.camera = null
else
var/obj/machinery/camera/camera = near_range_camera(src.eyeobj)
if(camera && !camera.light_disabled)
src.camera = camera
src.camera.SetLuminosity(AI_CAMERA_LUMINOSITY)
camera_light_on = world.timeofday + 1 * 20 // Update the light every 2 seconds.
/mob/living/silicon/ai/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/aicard))
var/obj/item/device/aicard/card = W
card.grab_ai(src, user)
else if(istype(W, /obj/item/weapon/wrench))
if(anchored)
user.visible_message("\blue \The [user] starts to unbolt \the [src] from the plating...")
if(!do_after(user,40))
user.visible_message("\blue \The [user] decides not to unbolt \the [src].")
return
user.visible_message("\blue \The [user] finishes unfastening \the [src]!")
anchored = 0
return
else
user.visible_message("\blue \The [user] starts to bolt \the [src] to the plating...")
if(!do_after(user,40))
user.visible_message("\blue \The [user] decides not to bolt \the [src].")
return
user.visible_message("\blue \The [user] finishes fastening down \the [src]!")
anchored = 1
return
else
return ..()
/mob/living/silicon/ai/proc/control_integrated_radio()
set name = "Radio Settings"
set desc = "Allows you to change settings of your radio."
set category = "AI Commands"
if(check_unable(AI_CHECK_RADIO))
return
src << "Accessing Subspace Transceiver control..."
if (src.aiRadio)
src.aiRadio.interact(src)
/mob/living/silicon/ai/proc/sensor_mode()
set name = "Set Sensor Augmentation"
set category = "AI Commands"
set desc = "Augment visual feed with internal sensor overlays"
toggle_sensor_mode()
/mob/living/silicon/ai/proc/check_unable(var/flags = 0)
if(stat == DEAD)
usr << "\red You are dead!"
return 1
if((flags & AI_CHECK_WIRELESS) && src.control_disabled)
usr << "\red Wireless control is disabled!"
return 1
if((flags & AI_CHECK_RADIO) && src.aiRadio.disabledAi)
src << "\red System Error - Transceiver Disabled!"
return 1
return 0
#undef AI_CHECK_WIRELESS
#undef AI_CHECK_RADIO