mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
* Carp stun rate reduced from 20% to 5% * Elite Carp stun rate reduced from 100% to 40% * Elite Carp spawn rate (during carp even) reduced from 5% to 1% (since even one will fuck shit up). * Carp will attack robots if attacked first. * Sec bots now react properly to pulse weaponry. * Mulebot now doesn't throw out run-time errors when shot while it isn't carrying anything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@664 316c924e-a436-60f5-8080-3fe189b3f50e
796 lines
22 KiB
Plaintext
796 lines
22 KiB
Plaintext
/obj/machinery/bot/secbot
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name = "Securitron"
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desc = "A little security robot. He looks less than thrilled."
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icon = 'aibots.dmi'
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icon_state = "secbot0"
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layer = 5.0
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density = 1
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anchored = 0
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// weight = 1.0E7
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req_access = list(access_security)
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var/on = 1
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var/locked = 1 //Behavior Controls lock
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var/mob/living/carbon/target
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var/oldtarget_name
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var/threatlevel = 0
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var/target_lastloc //Loc of target when arrested.
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var/last_found //There's a delay
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var/frustration = 0
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var/emagged = 0 //Emagged Secbots view everyone as a criminal
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var/health = 25
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var/idcheck = 1 //If false, all station IDs are authorized for weapons.
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var/check_records = 1 //Does it check security records?
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var/arrest_type = 0 //If true, don't handcuff
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var/mode = 0
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#define SECBOT_IDLE 0 // idle
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#define SECBOT_HUNT 1 // found target, hunting
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#define SECBOT_PREP_ARREST 2 // at target, preparing to arrest
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#define SECBOT_ARREST 3 // arresting target
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#define SECBOT_START_PATROL 4 // start patrol
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#define SECBOT_PATROL 5 // patrolling
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#define SECBOT_SUMMON 6 // summoned by PDA
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var/auto_patrol = 0 // set to make bot automatically patrol
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var/obj/machinery/camera/cam //Camera for the AI to find them I guess
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var/beacon_freq = 1445 // navigation beacon frequency
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var/control_freq = 1447 // bot control frequency
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var/turf/patrol_target // this is turf to navigate to (location of beacon)
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var/new_destination // pending new destination (waiting for beacon response)
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var/destination // destination description tag
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var/next_destination // the next destination in the patrol route
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var/list/path = new // list of path turfs
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var/blockcount = 0 //number of times retried a blocked path
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var/awaiting_beacon = 0 // count of pticks awaiting a beacon response
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var/nearest_beacon // the nearest beacon's tag
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var/turf/nearest_beacon_loc // the nearest beacon's location
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/obj/machinery/bot/secbot/beepsky
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name = "Officer Beepsky"
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desc = "It's Officer Beepsky! He's a loose cannon but he gets the job done."
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idcheck = 0
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auto_patrol = 1
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/obj/item/weapon/secbot_assembly
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name = "helmet/signaler assembly"
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desc = "Some sort of bizarre assembly."
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icon = 'aibots.dmi'
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icon_state = "helmet_signaler"
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item_state = "helmet"
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var/build_step = 0
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var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
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/obj/machinery/bot/secbot
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New()
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..()
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src.icon_state = "secbot[src.on]"
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spawn(3)
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src.botcard = new /obj/item/weapon/card/id(src)
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src.botcard.access = get_access("Detective")
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src.cam = new /obj/machinery/camera(src)
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src.cam.c_tag = src.name
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src.cam.network = "SS13"
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if(radio_controller)
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radio_controller.add_object(src, "[control_freq]")
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radio_controller.add_object(src, "[beacon_freq]")
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examine()
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set src in view()
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..()
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if (src.health < 25)
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if (src.health > 15)
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usr << text("\red [src]'s parts look loose.")
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else
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usr << text("\red <B>[src]'s parts look very loose!</B>")
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return
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attack_hand(user as mob)
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var/dat
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dat += text({"
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<TT><B>Automatic Security Unit v1.3</B></TT><BR><BR>
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Status: []<BR>
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Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
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"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
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if(!src.locked)
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dat += text({"<BR>
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Check for Weapon Authorization: []<BR>
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Check Security Records: []<BR>
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Operating Mode: []<BR>
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Auto Patrol: []"},
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"<A href='?src=\ref[src];operation=idcheck'>[src.idcheck ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=ignorerec'>[src.check_records ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=switchmode'>[src.arrest_type ? "Detain" : "Arrest"]</A>",
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"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
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user << browse("<HEAD><TITLE>Securitron v1.3 controls</TITLE></HEAD>[dat]", "window=autosec")
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onclose(user, "autosec")
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return
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Topic(href, href_list)
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usr.machine = src
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src.add_fingerprint(usr)
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if ((href_list["power"]) && (src.allowed(usr)))
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src.on = !src.on
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src.target = null
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src.oldtarget_name = null
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src.anchored = 0
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src.mode = SECBOT_IDLE
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walk_to(src,0)
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src.icon_state = "secbot[src.on]"
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src.updateUsrDialog()
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switch(href_list["operation"])
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if ("idcheck")
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src.idcheck = !src.idcheck
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src.updateUsrDialog()
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if ("ignorerec")
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src.check_records = !src.check_records
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src.updateUsrDialog()
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if ("switchmode")
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src.arrest_type = !src.arrest_type
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src.updateUsrDialog()
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if("patrol")
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auto_patrol = !auto_patrol
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mode = SECBOT_IDLE
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updateUsrDialog()
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attack_ai(mob/user as mob)
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src.on = !src.on
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src.target = null
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src.oldtarget_name = null
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mode = SECBOT_IDLE
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src.anchored = 0
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src.icon_state = "secbot[src.on]"
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walk_to(src,0)
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if ((istype(W, /obj/item/weapon/card/emag)) && (!src.emagged))
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user << "\red You short out [src]'s target assessment circuits."
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
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src.target = null
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src.oldtarget_name = user.name
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src.last_found = world.time
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src.anchored = 0
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src.emagged = 1
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src.on = 1
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src.icon_state = "secbot[src.on]"
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mode = SECBOT_IDLE
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else if (istype(W, /obj/item/weapon/screwdriver))
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if (src.health < 25)
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src.health = 25
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for(var/mob/O in viewers(src, null))
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O << "\red [user] repairs [src]!"
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else
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switch(W.damtype)
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if("fire")
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src.health -= W.force * 0.75
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if("brute")
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src.health -= W.force * 0.5
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else
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if (src.health <= 0)
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src.explode()
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else if ((W.force) && (!src.target))
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src.target = user
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src.mode = SECBOT_HUNT
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..()
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process()
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set background = 1
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if (!src.on)
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return
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switch(mode)
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if(SECBOT_IDLE) // idle
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walk_to(src,0)
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look_for_perp() // see if any criminals are in range
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if(!mode && auto_patrol) // still idle, and set to patrol
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mode = SECBOT_START_PATROL // switch to patrol mode
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if(SECBOT_HUNT) // hunting for perp
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// if can't reach perp for long enough, go idle
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if (src.frustration >= 8)
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// for(var/mob/O in hearers(src, null))
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// O << "<span class='game say'><span class='name'>[src]</span> beeps, \"Backup requested! Suspect has evaded arrest.\""
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src.target = null
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src.last_found = world.time
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src.frustration = 0
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src.mode = 0
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walk_to(src,0)
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if (target) // make sure target exists
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if (get_dist(src, src.target) <= 1) // if right next to perp
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playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
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src.icon_state = "secbot-c"
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spawn(2)
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src.icon_state = "secbot[src.on]"
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var/mob/living/carbon/M = src.target
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var/maxstuns = 4
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if (istype(M, /mob/living/carbon/human))
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if (M.weakened < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.weakened = 10
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if (M.stuttering < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 10
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if (M.stunned < 10 && (!(M.mutations & 8)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stunned = 10
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else
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M.weakened = 10
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M.stuttering = 10
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M.stunned = 10
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maxstuns--
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if (maxstuns <= 0)
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target = null
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src.target] has been stunned by [src]!</B>", 1, "\red You hear someone fall", 2)
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mode = SECBOT_PREP_ARREST
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src.anchored = 1
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src.target_lastloc = M.loc
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return
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else // not next to perp
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var/turf/olddist = get_dist(src, src.target)
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walk_to(src, src.target,1,4)
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if ((get_dist(src, src.target)) >= (olddist))
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src.frustration++
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else
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src.frustration = 0
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if(SECBOT_PREP_ARREST) // preparing to arrest target
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// see if he got away
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if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc) && src.target:weakened < 2))
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src.anchored = 0
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mode = SECBOT_HUNT
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return
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if (!src.target.handcuffed && !src.arrest_type)
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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mode = SECBOT_ARREST
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] is trying to put handcuffs on [src.target]!</B>", 1)
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spawn(60)
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if (get_dist(src, src.target) <= 1)
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if (src.target.handcuffed)
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return
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if(istype(src.target,/mob/living/carbon))
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src.target.handcuffed = new /obj/item/weapon/handcuffs(src.target)
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mode = SECBOT_IDLE
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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playsound(src.loc, pick('bgod.ogg', 'biamthelaw.ogg', 'bsecureday.ogg', 'bradio.ogg', 'binsult.ogg', 'bcreep.ogg'), 50, 0)
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// 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.")
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// src.speak(arrest_message)
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if(SECBOT_ARREST) // arresting
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if (src.target.handcuffed)
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src.anchored = 0
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mode = SECBOT_IDLE
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return
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if(SECBOT_START_PATROL) // start a patrol
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if(path.len > 0 && patrol_target) // have a valid path, so just resume
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mode = SECBOT_PATROL
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return
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else if(patrol_target) // has patrol target already
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spawn(0)
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calc_path() // so just find a route to it
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if(path.len == 0)
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patrol_target = 0
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return
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mode = SECBOT_PATROL
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else // no patrol target, so need a new one
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find_patrol_target()
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speak("Engaging patrol mode.")
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if(SECBOT_PATROL) // patrol mode
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patrol_step()
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spawn(5)
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if(mode == SECBOT_PATROL)
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patrol_step()
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if(SECBOT_SUMMON) // summoned to PDA
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patrol_step()
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spawn(4)
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if(mode == SECBOT_SUMMON)
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patrol_step()
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sleep(4)
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patrol_step()
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return
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// perform a single patrol step
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proc/patrol_step()
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if(loc == patrol_target) // reached target
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at_patrol_target()
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return
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else if(path.len > 0 && patrol_target) // valid path
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var/turf/next = path[1]
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if(next == loc)
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path -= next
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return
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if(istype( next, /turf/simulated))
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var/moved = step_towards(src, next) // attempt to move
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if(moved) // successful move
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blockcount = 0
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path -= loc
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look_for_perp()
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else // failed to move
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blockcount++
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if(blockcount > 5) // attempt 5 times before recomputing
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// find new path excluding blocked turf
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spawn(2)
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calc_path(next)
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if(path.len == 0)
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find_patrol_target()
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else
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blockcount = 0
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return
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return
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else // not a valid turf
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mode = SECBOT_IDLE
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return
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else // no path, so calculate new one
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mode = SECBOT_START_PATROL
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// finds a new patrol target
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proc/find_patrol_target()
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send_status()
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if(awaiting_beacon) // awaiting beacon response
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awaiting_beacon++
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if(awaiting_beacon > 5) // wait 5 secs for beacon response
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find_nearest_beacon() // then go to nearest instead
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return
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if(next_destination)
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set_destination(next_destination)
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else
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find_nearest_beacon()
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return
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// finds the nearest beacon to self
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// signals all beacons matching the patrol code
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proc/find_nearest_beacon()
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nearest_beacon = null
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new_destination = "__nearest__"
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post_signal(beacon_freq, "findbeacon", "patrol")
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awaiting_beacon = 1
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spawn(10)
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awaiting_beacon = 0
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if(nearest_beacon)
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set_destination(nearest_beacon)
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else
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auto_patrol = 0
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mode = SECBOT_IDLE
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speak("Disengaging patrol mode.")
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send_status()
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proc/at_patrol_target()
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find_patrol_target()
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return
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// sets the current destination
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// signals all beacons matching the patrol code
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// beacons will return a signal giving their locations
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proc/set_destination(var/new_dest)
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new_destination = new_dest
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post_signal(beacon_freq, "findbeacon", "patrol")
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awaiting_beacon = 1
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// receive a radio signal
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// used for beacon reception
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receive_signal(datum/signal/signal)
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if(!on)
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return
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/*
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world << "rec signal: [signal.source]"
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for(var/x in signal.data)
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world << "* [x] = [signal.data[x]]"
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*/
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var/recv = signal.data["command"]
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// process all-bot input
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if(recv=="bot_status")
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send_status()
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// check to see if we are the commanded bot
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if(signal.data["active"] == src)
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// process control input
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switch(recv)
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if("stop")
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mode = SECBOT_IDLE
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auto_patrol = 0
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return
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if("go")
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mode = SECBOT_IDLE
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auto_patrol = 1
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return
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if("summon")
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patrol_target = signal.data["target"]
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next_destination = destination
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destination = null
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awaiting_beacon = 0
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mode = SECBOT_SUMMON
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calc_path()
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speak("Responding.")
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return
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// receive response from beacon
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recv = signal.data["beacon"]
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var/valid = signal.data["patrol"]
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if(!recv || !valid)
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return
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if(recv == new_destination) // if the recvd beacon location matches the set destination
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// the we will navigate there
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destination = new_destination
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patrol_target = signal.source.loc
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next_destination = signal.data["next_patrol"]
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awaiting_beacon = 0
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// if looking for nearest beacon
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else if(new_destination == "__nearest__")
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var/dist = get_dist(src,signal.source.loc)
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if(nearest_beacon)
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// note we ignore the beacon we are located at
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if(dist>1 && dist<get_dist(src,nearest_beacon_loc))
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nearest_beacon = recv
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nearest_beacon_loc = signal.source.loc
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return
|
|
else
|
|
return
|
|
else if(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("<b>[src]</b> 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 << "<span class='game say'><span class='name'>[src]</span> 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 <B>[src] blows apart!</B>", 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 |