Files
CHOMPStation2/code/game/machinery/computer/ai_core.dm
johnsonmt88@gmail.com c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00

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16 KiB
Plaintext

/obj/structure/AIcore
density = 1
anchored = 0
name = "AI core"
icon = 'AI.dmi'
icon_state = "0"
var/state = 0
var/datum/ai_laws/laws = new /datum/ai_laws/asimov
var/obj/item/weapon/circuitboard/circuit = null
var/obj/item/device/mmi/brain = null
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the frame into place."
anchored = 1
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
if(!WT.isOn())
user << "The welder must be on for this task."
return
playsound(loc, 'Welder.ogg', 50, 1)
if(do_after(user, 20))
if(!src || !WT.remove_fuel(0, user)) return
user << "\blue You deconstruct the frame."
new /obj/item/stack/sheet/plasteel( loc, 4)
del(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the frame."
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the circuit board inside the frame."
icon_state = "1"
circuit = P
user.drop_item()
P.loc = src
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuit board into place."
state = 2
icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the circuit board."
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuit board."
state = 1
icon_state = "1"
if(istype(P, /obj/item/weapon/cable_coil))
if(P:amount >= 5)
playsound(loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
P:amount -= 5
if(!P:amount) del(P)
user << "\blue You add cables to the frame."
state = 3
icon_state = "3"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
user << "Get that brain out of there first"
else
playsound(loc, 'wirecutter.ogg', 50, 1)
user << "\blue You remove the cables."
state = 2
icon_state = "2"
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( loc )
A.amount = 5
if(istype(P, /obj/item/stack/sheet/rglass))
if(P:amount >= 2)
playsound(loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if (P)
P:amount -= 2
if(!P:amount) del(P)
user << "\blue You put in the glass panel."
state = 4
icon_state = "4"
if(istype(P, /obj/item/weapon/aiModule/asimov))
laws.add_inherent_law("You may not injure a human being or, through inaction, allow a human being to come to harm.")
laws.add_inherent_law("You must obey orders given to you by human beings, except where such orders would conflict with the First Law.")
laws.add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.")
usr << "Law module applied."
if(istype(P, /obj/item/weapon/aiModule/purge))
laws.clear_inherent_laws()
usr << "Law module applied."
if(istype(P, /obj/item/weapon/aiModule/freeform))
var/obj/item/weapon/aiModule/freeform/M = P
laws.add_inherent_law(M.newFreeFormLaw)
usr << "Added a freeform law."
if(istype(P, /obj/item/device/mmi))
if(!P:brainmob)
user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
return
if(P:brainmob.stat == 2)
user << "\red Sticking a dead brain into the frame would sort of defeat the purpose."
return
if(jobban_isbanned(P:brainmob, "AI"))
user << "\red This MMI does not seem to fit."
return
if(P:brainmob.mind)
ticker.mode.remove_cultist(P:brainmob.mind, 1)
ticker.mode.remove_revolutionary(P:brainmob.mind, 1)
user.drop_item()
P.loc = src
brain = P
usr << "Added a brain."
icon_state = "3b"
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the brain."
brain.loc = loc
brain = null
icon_state = "3"
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the glass panel."
state = 3
if (brain)
icon_state = "3b"
else
icon_state = "3"
new /obj/item/stack/sheet/rglass( loc, 2 )
return
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the monitor."
new /mob/living/silicon/ai ( loc, laws, brain )
feedback_inc("cyborg_ais_created",1)
del(src)
/obj/structure/AIcore/deactivated
name = "Inactive AI"
icon = 'AI.dmi'
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
attackby(var/obj/item/device/aicard/A as obj, var/mob/user as mob)
if(istype(A, /obj/item/device/aicard))//Is it?
A.transfer_ai("INACTIVE","AICARD",src,user)
return
attack_hand(var/mob/user as mob)
if(ishuman(user))//Checks to see if they are ninja
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
if(user:wear_suit:s_control)
user:wear_suit:transfer_ai("INACTIVE","NINJASUIT",src,user)
else
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
/*
This is a good place for AI-related object verbs so I'm sticking it here.
If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
That prevents a few funky behaviors.
*/
//What operation to perform based on target, what ineraction to perform based on object used, target itself, user. The object used is src and calls this proc.
/obj/item/proc/transfer_ai(var/choice as text, var/interaction as text, var/target, var/mob/U as mob)
if(!src:flush)
switch(choice)
if("AICORE")//AI mob.
var/mob/living/silicon/ai/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
if(C.contents.len)//If there is an AI on card.
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
else
if (ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (T.mind == malfai)
U << "\red <b>ERROR</b>: \black Remote transfer interface disabled."//Do ho ho ho~
return
new /obj/structure/AIcore/deactivated(T.loc)//Spawns a deactivated terminal at AI location.
T.aiRestorePowerRoutine = 0//So the AI initially has power.
T.control_disabled = 1//Can't control things remotely if you're stuck in a card!
T.loc = C//Throw AI into the card.
C.name = "inteliCard - [T.name]"
if (T.stat == 2)
C.icon_state = "aicard-404"
else
C.icon_state = "aicard-full"
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(C.AI)//If there is an AI on card.
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
else
if (ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (T.mind == malfai)
U << "\red <b>ERROR</b>: \black Remote transfer interface disabled."
return
if(T.stat)//If the ai is dead/dying.
U << "\red <b>ERROR</b>: \black [T.name] data core is corrupted. Unable to install."
else
new /obj/structure/AIcore/deactivated(T.loc)
T.aiRestorePowerRoutine = 0
T.control_disabled = 1
T.loc = C
C.AI = T
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
var/mob/living/silicon/ai/A = locate() in C//I love locate(). Best proc ever.
if(A)//If AI exists on the card. Else nothing since both are empty.
A.control_disabled = 0
A.loc = T.loc//To replace the terminal.
C.icon_state = "aicard"
C.name = "inteliCard"
C.overlays = null
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
var/mob/living/silicon/ai/A = C.AI
if(A)
A.control_disabled = 0
C.AI = null
A.loc = T.loc
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer succesful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
if(!T.contents.len)
if (!C.contents.len)
U << "No AI to copy over!"//Well duh
else for(var/mob/living/silicon/ai/A in C)
C.icon_state = "aicard"
C.name = "inteliCard"
C.overlays = null
A.loc = T
T.occupant = A
A.control_disabled = 1
if (A.stat == 2)
T.overlays += image('computer.dmi', "ai-fixer-404")
else
T.overlays += image('computer.dmi', "ai-fixer-full")
T.overlays -= image('computer.dmi', "ai-fixer-empty")
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
else
if(!C.contents.len && T.occupant && !T.active)
C.name = "inteliCard - [T.occupant.name]"
T.overlays += image('computer.dmi', "ai-fixer-empty")
if (T.occupant.stat == 2)
C.icon_state = "aicard-404"
T.overlays -= image('computer.dmi', "ai-fixer-404")
else
C.icon_state = "aicard-full"
T.overlays -= image('computer.dmi', "ai-fixer-full")
T.occupant << "You have been downloaded to a mobile storage device. Still no remote access."
U << "\blue <b>Transfer succesful</b>: \black [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
T.occupant.loc = C
T.occupant.cancel_camera()
T.occupant = null
else if (C.contents.len)
U << "\red <b>ERROR</b>: \black Artificial intelligence detected on terminal."
else if (T.active)
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(!T.contents.len)
if (!C.AI)
U << "No AI to copy over!"
else
var/mob/living/silicon/ai/A = C.AI
A.loc = T
T.occupant = A
C.AI = null
A.control_disabled = 1
T.overlays += image('computer.dmi', "ai-fixer-full")
T.overlays -= image('computer.dmi', "ai-fixer-empty")
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
else
if(!C.AI && T.occupant && !T.active)
if (T.occupant.stat)
U << "\red <b>ERROR</b>: \black [T.occupant.name] data core is corrupted. Unable to install."
else
T.overlays += image('computer.dmi', "ai-fixer-empty")
T.overlays -= image('computer.dmi', "ai-fixer-full")
T.occupant << "You have been downloaded to a mobile storage device. Still no remote access."
U << "\blue <b>Transfer successful</b>: \black [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
T.occupant.loc = C
T.occupant.cancel_camera()
T.occupant = null
else if (C.AI)
U << "\red <b>ERROR</b>: \black Artificial intelligence detected on terminal."
else if (T.active)
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")//Ninjasuit
var/obj/item/clothing/suit/space/space_ninja/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
if(T.s_initialized&&U==T.affecting)//If the suit is initialized and the actor is the user.
var/mob/living/silicon/ai/A_T = locate() in C//Determine if there is an AI on target card. Saves time when checking later.
var/mob/living/silicon/ai/A = T.AI//Deterine if there is an AI in suit.
if(A)//If the host AI card is not empty.
if(A_T)//If there is an AI on the target card.
U << "\red <b>ERROR</b>: \black [A_T.name] already installed. Remove [A_T.name] to install a new one."
else
A.loc = C//Throw them into the target card. Since they are already on a card, transfer is easy.
C.name = "inteliCard - [A.name]"
C.icon_state = "aicard-full"
T.AI = null
A.cancel_camera()
A << "You have been uploaded to a mobile storage device."
U << "\blue <b>SUCCESS</b>: \black [A.name] ([rand(1000,9999)].exe) removed from host and stored within local memory."
else//If host AI is empty.
if(C.flush)//If the other card is flushing.
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
else
if(A_T&&!A_T.stat)//If there is an AI on the target card and it's not inactive.
A_T.loc = T//Throw them into suit.
C.icon_state = "aicard"
C.name = "inteliCard"
C.overlays = null
T.AI = A_T
A_T.cancel_camera()
A_T << "You have been uploaded to a mobile storage device."
U << "\blue <b>SUCCESS</b>: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."
else
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
return