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Paradise/code/game/machinery/computer/ai_core.dm
T
Kyep cf3e26f670 Notify admins when AI core is created (#13801)
* notify admins when an ai core is created

* add co-ords

Co-authored-by: Kyep <Kyep@users.noreply.github.com>
2020-07-11 02:42:30 -06:00

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/obj/structure/AIcore
density = 1
anchored = 0
name = "AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
max_integrity = 500
var/state = 0
var/datum/ai_laws/laws = null
var/obj/item/circuitboard/circuit = null
var/obj/item/mmi/brain = null
/obj/structure/AIcore/Destroy()
QDEL_NULL(laws)
QDEL_NULL(circuit)
QDEL_NULL(brain)
return ..()
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
switch(state)
if(EMPTY_CORE)
if(istype(P, /obj/item/circuitboard/aicore))
if(!user.drop_item())
return
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
update_icon()
state = CIRCUIT_CORE
P.forceMove(src)
circuit = P
return
if(SCREWED_CORE)
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.get_amount() >= 5)
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = CABLED_CORE
update_icon()
else
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the AI core!</span>")
return
if(CABLED_CORE)
if(istype(P, /obj/item/stack/sheet/rglass))
var/obj/item/stack/sheet/rglass/G = P
if(G.get_amount() >= 2)
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = GLASS_CORE
update_icon()
else
to_chat(user, "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>")
return
if(istype(P, /obj/item/aiModule/purge))
laws.clear_inherent_laws()
to_chat(usr, "<span class='notice'>Law module applied.</span>")
return
if(istype(P, /obj/item/aiModule/freeform))
var/obj/item/aiModule/freeform/M = P
laws.add_inherent_law(M.newFreeFormLaw)
to_chat(usr, "<span class='notice'>Added a freeform law.</span>")
return
if(istype(P, /obj/item/aiModule))
var/obj/item/aiModule/M = P
if(!M.laws)
to_chat(usr, "<span class='warning'>This AI module can not be applied directly to AI cores.</span>")
return
laws = M.laws
if(istype(P, /obj/item/mmi) && !brain)
var/obj/item/mmi/M = P
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [P] into the frame would sort of defeat the purpose.</span>")
return
if(M.brainmob.stat == DEAD)
to_chat(user, "<span class='warning'>Sticking a dead [P] into the frame would sort of defeat the purpose.</span>")
return
if(!M.brainmob.client)
to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
return
if(jobban_isbanned(M.brainmob, "AI") || jobban_isbanned(M.brainmob, "nonhumandept"))
to_chat(user, "<span class='warning'>This [P] does not seem to fit.</span>")
return
if(!M.brainmob.mind)
to_chat(user, "<span class='warning'>This [M.name] is mindless!</span>")
return
if(istype(P, /obj/item/mmi/syndie))
to_chat(user, "<span class='warning'>This MMI does not seem to fit!</span>")
return
if(!user.drop_item())
return
M.forceMove(src)
brain = M
to_chat(user, "<span class='notice'>You add [M.name] to the frame.</span>")
update_icon()
return
if(AI_READY_CORE)
if(istype(P, /obj/item/aicard))
P.transfer_ai("INACTIVE", "AICARD", src, user)
return
return ..()
/obj/structure/AIcore/crowbar_act(mob/living/user, obj/item/I)
if(state !=CIRCUIT_CORE || state != GLASS_CORE || !(state == CABLED_CORE && brain))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(state)
if(CIRCUIT_CORE)
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
state = EMPTY_CORE
circuit.forceMove(loc)
circuit = null
return
if(GLASS_CORE)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = CABLED_CORE
new /obj/item/stack/sheet/rglass(loc, 2)
return
if(CABLED_CORE)
if(brain)
to_chat(user, "<span class='notice'>You remove the brain.</span>")
brain.forceMove(loc)
brain = null
update_icon()
/obj/structure/AIcore/screwdriver_act(mob/living/user, obj/item/I)
if(!(state in list(SCREWED_CORE, CIRCUIT_CORE, GLASS_CORE, AI_READY_CORE)))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(state)
if(SCREWED_CORE)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = CIRCUIT_CORE
if(CIRCUIT_CORE)
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
state = SCREWED_CORE
if(GLASS_CORE)
var/area/R = get_area(src)
message_admins("[key_name_admin(usr)] has completed an AI core in [R]: [ADMIN_COORDJMP(loc)].")
log_game("[key_name(usr)] has completed an AI core in [R]: [COORD(loc)].")
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
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)
GLOB.empty_playable_ai_cores += D
else
if(brain.brainmob.mind)
SSticker.mode.remove_cultist(brain.brainmob.mind, 1)
SSticker.mode.remove_revolutionary(brain.brainmob.mind, 1)
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)
if(AI_READY_CORE)
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
state = GLASS_CORE
update_icon()
/obj/structure/AIcore/wirecutter_act(mob/living/user, obj/item/I)
if(state != CABLED_CORE)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(brain)
to_chat(user, "<span class='warning'>Get that [brain.name] out of there first!</span>")
else
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = SCREWED_CORE
update_icon()
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
/obj/structure/AIcore/wrench_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
default_unfasten_wrench(user, I, 20)
/obj/structure/AIcore/update_icon()
switch(state)
if(EMPTY_CORE)
icon_state = "0"
if(CIRCUIT_CORE)
icon_state = "1"
if(SCREWED_CORE)
icon_state = "2"
if(CABLED_CORE)
if(brain)
icon_state = "3b"
else
icon_state = "3"
if(GLASS_CORE)
icon_state = "4"
if(AI_READY_CORE)
icon_state = "ai-empty"
/obj/structure/AIcore/deconstruct(disassembled = TRUE)
if(state == GLASS_CORE)
new /obj/item/stack/sheet/rglass(loc, 2)
if(state >= CABLED_CORE)
new /obj/item/stack/cable_coil(loc, 5)
if(circuit)
circuit.forceMove(loc)
circuit = null
new /obj/item/stack/sheet/plasteel(loc, 4)
qdel(src)
/obj/structure/AIcore/welder_act(mob/user, obj/item/I)
if(!state)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_WELD_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
new /obj/item/stack/sheet/plasteel(drop_location(), 4)
qdel(src)
/obj/structure/AIcore/deactivated
name = "inactive AI"
icon_state = "ai-empty"
anchored = TRUE
state = AI_READY_CORE
/obj/structure/AIcore/deactivated/New()
..()
circuit = new(src)
/obj/structure/AIcore/deactivated/Destroy()
if(src in GLOB.empty_playable_ai_cores)
GLOB.empty_playable_ai_cores -= src
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 GLOB.empty_playable_ai_cores)
GLOB.empty_playable_ai_cores -= D
to_chat(src, "\The [id] is now <font color=\"#ff0000\">not available</font> for latejoining AIs.")
else
GLOB.empty_playable_ai_cores += D
to_chat(src, "\The [id] is now <font color=\"#008000\">available</font> 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(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(istype(card))
if(card.flush)
to_chat(user, "<span class='boldannounce'>ERROR</span>: AI flush is in progress, cannot execute transfer protocol.")
return 0
return 1
/obj/structure/AIcore/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(state != AI_READY_CORE || !..())
return
//Transferring a carded AI to a core.
if(interaction == AI_TRANS_FROM_CARD)
AI.control_disabled = 0
AI.aiRadio.disabledAi = 0
AI.forceMove(loc)//To replace the terminal.
to_chat(AI, "You have been uploaded to a stationary terminal. Remote device connection restored.")
to_chat(user, "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.</span>")
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!")