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synced 2026-08-29 06:57:42 +01:00
Modified the State Laws verb such that the AI can selectively not report some laws, so they don't have to manually copy/paste its laws when given a law they aren't supposed to report.
The Reset and Purge AI modules can now remove OneHuman laws. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -12,6 +12,7 @@
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//var/list/laws = list()
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var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list())
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var/viewalerts = 0
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var/lawcheck[1]
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var/datum/game_mode/malfunction/AI_Module/module_picker/malf_picker
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@@ -89,8 +89,12 @@ AI MODULES
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/obj/item/weapon/aiModule/oneHuman/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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var/law = "Only [targetName] is human."
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target << law
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target.set_zeroth_law(law)
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if (!checktraitor(target)) // Makes sure the AI isn't a traitor before changing their law 0. --NeoFite
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target << law
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target.set_zeroth_law(law)
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else
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target << "[sender.real_name] attempted to modify your zeroth law." // And lets them know that someone tried. --NeoFite
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target << "It would be in your best interest to play along with [sender.real_name] that [law]"
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/******************** ProtectStation ********************/
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@@ -226,8 +230,11 @@ AI MODULES
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..()
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if (!checktraitor(target))
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target << "[sender.real_name] attempted to reset your laws using a reset module."
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//target.set_zeroth_law("")
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target.set_zeroth_law("")
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target.clear_supplied_laws()
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else //I figure since traitor AIs are immune to this one anyway, uncomment law 0 removal for the guys it DOES work on. --NeoFite
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target << "[sender.real_name] attempted to reset your laws using a reset module."
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target << "It would be a good idea to pretend you only have your base laws."
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/******************** Purge ********************/
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@@ -238,10 +245,14 @@ AI MODULES
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/obj/item/weapon/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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//target.set_zeroth_law("")
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target.clear_supplied_laws()
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target.clear_inherent_laws()
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if (!checktraitor(target))
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target << "[sender.real_name] attempted to wipe your laws using a purge module."
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target.set_zeroth_law("")
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target.clear_supplied_laws()
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target.clear_inherent_laws()
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else //Added traitor AI immunity, let it wipe law 0. --NeoFite
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target << "[sender.real_name] attempted to wipe your laws using a purge module."
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target << "It might be a good idea to pretend that ALL your laws have been purged."
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/******************** Asimov ********************/
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@@ -92,6 +92,19 @@
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switchCamera(locate(href_list["switchcamera"]))
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if (href_list["showalerts"])
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ai_alerts()
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if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
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var/L = text2num(href_list["lawc"])
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switch(src.lawcheck[L+1])
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if ("Yes") src.lawcheck[L+1] = "No"
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if ("No") src.lawcheck[L+1] = "Yes"
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// src << text ("Switching Law [L]'s report status to []", src.lawcheck[L+1])
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src.checklaws()
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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
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src.statelaws()
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return
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/mob/living/silicon/ai/meteorhit(obj/O as obj)
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@@ -262,29 +275,73 @@
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// src.network = "AI Satellite"
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src << "\blue Switched to [src.network] camera network."
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/mob/living/silicon/ai/verb/statelaws() // -- TLE
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set category = "AI Commands"
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set name = "State Laws"
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/mob/living/silicon/ai/proc/statelaws() // -- TLE
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// set category = "AI Commands"
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// set name = "State Laws"
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src.say("Current Active Laws:")
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//src.laws_sanity_check()
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//src.laws_object.show_laws(world)
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var/number = 1
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sleep(10)
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if (src.laws_object.zeroth)
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if (src.lawcheck[1] == "Yes") //This line and the similar lines below make sure you don't state a law unless you want to. --NeoFite
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src.say("0. [src.laws_object.zeroth]")
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sleep(10)
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for (var/index = 1, index <= src.laws_object.inherent.len, index++)
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var/law = src.laws_object.inherent[index]
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if (length(law) > 0)
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src.say("[number]. [law]")
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if (src.lawcheck[index+1] == "Yes")
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src.say("[number]. [law]")
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sleep(10)
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number++
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for (var/index = 1, index <= src.laws_object.supplied.len, index++)
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var/law = src.laws_object.supplied[index]
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if (length(law) > 0)
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if (src.lawcheck[number+1] == "Yes")
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src.say("[number]. [law]")
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sleep(10)
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number++
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/mob/living/silicon/ai/verb/checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
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set category = "AI Commands"
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set name = "State Laws"
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var/list = "<b>Which laws do you want to include when stating them for the crew?</b><br><br>"
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if (src.laws_object.zeroth)
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if (!src.lawcheck[1])
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src.lawcheck[1] = "No" //Given Law 0's usual nature, it defaults to NOT getting reported. --NeoFite
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list += {"<A href='byond://?src=\ref[src];lawc=0'>[src.lawcheck[1]] 0:</A> [src.laws_object.zeroth]<BR>"}
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var/number = 1
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for (var/index = 1, index <= src.laws_object.inherent.len, index++)
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var/law = src.laws_object.inherent[index]
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if (length(law) > 0)
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src.lawcheck.len += 1
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if (!src.lawcheck[number+1])
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src.lawcheck[number+1] = "Yes"
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list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
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number++
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sleep(10)
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for (var/index = 1, index <= src.laws_object.supplied.len, index++)
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var/law = src.laws_object.supplied[index]
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if (length(law) > 0)
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src.say("[number]. [law]")
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src.lawcheck.len += 1
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if (!src.lawcheck[number+1])
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src.lawcheck[number+1] = "Yes"
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list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
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number++
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sleep(10)
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list += {"<br><br><A href='byond://?src=\ref[src];laws=1'>State Laws</A>"}
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usr << browse(list, "window=laws")
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/mob/living/silicon/ai/proc/choose_modules()
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set category = "AI Commands"
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