/obj/structure/AIcore
density = 1
anchored = 0
name = "AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
var/state = 0
var/datum/ai_laws/laws = null
var/obj/item/weapon/circuitboard/circuit = null
var/obj/item/device/mmi/brain = null
/obj/structure/AIcore/Destroy()
qdel(laws)
qdel(circuit)
qdel(brain)
laws = null
circuit = null
brain = null
return ..()
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob, params)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20, target = src))
to_chat(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())
to_chat(user, "The welder must be on for this task.")
return
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20, target = src))
if(!src || !WT.remove_fuel(0, user)) return
to_chat(user, "\blue You deconstruct the frame.")
new /obj/item/stack/sheet/plasteel(loc, 4)
qdel(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20, target = src))
to_chat(user, "\blue You unfasten the frame.")
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(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, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "\blue You screw the circuit board into place.")
state = 2
icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(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, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "\blue You unfasten the circuit board.")
state = 1
icon_state = "1"
if(istype(P, /obj/item/stack/cable_coil))
if(P:amount >= 5)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src))
P:amount -= 5
if(!P:amount) qdel(P)
to_chat(user, "\blue You add cables to the frame.")
state = 3
icon_state = "3"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
if(brain)
to_chat(user, "Get that brain out of there first")
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
to_chat(user, "\blue You remove the cables.")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
if(istype(P, /obj/item/stack/sheet/rglass))
if(P:amount >= 2)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src))
if(P)
P:amount -= 2
if(!P:amount) qdel(P)
to_chat(user, "\blue You put in the glass panel.")
state = 4
icon_state = "4"
if(istype(P, /obj/item/weapon/aiModule/purge))
laws.clear_inherent_laws()
to_chat(usr, "Law module applied.")
return
if(istype(P, /obj/item/weapon/aiModule/freeform))
var/obj/item/weapon/aiModule/freeform/M = P
laws.add_inherent_law(M.newFreeFormLaw)
to_chat(usr, "Added a freeform law.")
return
if(istype(P, /obj/item/weapon/aiModule))
var/obj/item/weapon/aiModule/M = P
if(!M.laws)
to_chat(usr, "This AI module can not be applied directly to AI cores.")
return
laws = M.laws
if(istype(P, /obj/item/device/mmi) || istype(P, /obj/item/device/mmi/posibrain))
if(!P:brainmob)
to_chat(user, "\red Sticking an empty [P] into the frame would sort of defeat the purpose.")
return
if(P:brainmob.stat == 2)
to_chat(user, "\red Sticking a dead [P] into the frame would sort of defeat the purpose.")
return
if(jobban_isbanned(P:brainmob, "AI") || jobban_isbanned(P:brainmob,"nonhumandept"))
to_chat(user, "\red This [P] does not seem to fit.")
return
if(istype(P, /obj/item/device/mmi/syndie))
to_chat(user, "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
to_chat(usr, "Added [P].")
icon_state = "3b"
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(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, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(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, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "You connect the monitor.")
if(!brain)
var/open_for_latejoin = alert(user, "Would you like this core to be open for latejoining AIs?", "Latejoin", "Yes", "Yes", "No") == "Yes"
var/obj/structure/AIcore/deactivated/D = new(loc)
if(open_for_latejoin)
empty_playable_ai_cores += D
else
var/mob/living/silicon/ai/A = new /mob/living/silicon/ai ( loc, laws, brain )
if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created
A.rename_self("AI", 1)
feedback_inc("cyborg_ais_created",1)
qdel(src)
/obj/structure/AIcore/deactivated
name = "Inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
/obj/structure/AIcore/deactivated/Destroy()
if(src in empty_playable_ai_cores)
empty_playable_ai_cores -= src
return ..()
/obj/structure/AIcore/deactivated/attackby(var/obj/item/W, var/mob/user, params)
if(istype(W, /obj/item/device/aicard))//Is it?
var/obj/item/device/aicard/card = W
card.transfer_ai("INACTIVE","AICARD",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, target = src))
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, target = src))
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 ..()
/client/proc/empty_ai_core_toggle_latejoin()
set name = "Toggle AI Core Latejoin"
set category = "Admin"
var/list/cores = list()
for(var/obj/structure/AIcore/deactivated/D in world)
cores["[D] ([D.loc.loc])"] = D
if(!cores.len)
to_chat(src, "No deactivated AI cores were found.")
var/id = input("Which core?", "Toggle AI Core Latejoin", null) as null|anything in cores
if(!id) return
var/obj/structure/AIcore/deactivated/D = cores[id]
if(!D) return
if(D in empty_playable_ai_cores)
empty_playable_ai_cores -= D
to_chat(src, "\The [id] is now not available for latejoining AIs.")
else
empty_playable_ai_cores += D
to_chat(src, "\The [id] is now available for latejoining AIs.")
/*
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.
*/
//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
atom/proc/transfer_ai(var/interaction, var/mob/user, var/mob/living/silicon/ai/AI, var/obj/item/device/aicard/card)
if(istype(card))
if(card.flush)
to_chat(user, "ERROR: AI flush is in progress, cannot execute transfer protocol.")
return 0
return 1
/obj/structure/AIcore/deactivated/transfer_ai(var/interaction, var/mob/user, var/mob/living/silicon/ai/AI, var/obj/item/device/aicard/card)
if(!..())
return
//Transferring a carded AI to a core.
if(interaction == AI_TRANS_FROM_CARD)
AI.control_disabled = 0
AI.aiRadio.disabledAi = 0
AI.loc = loc//To replace the terminal.
to_chat(AI, "You have been uploaded to a stationary terminal. Remote device connection restored.")
to_chat(user, "Transfer successful: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.")
qdel(src)
else //If for some reason you use an empty card on an empty AI terminal.
to_chat(user, "There is no AI loaded on this terminal!")