Files
Paradise/code/game/machinery/computer/AIcore.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

373 lines
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))
playsound(loc, 'Welder.ogg', 50, 1)
P:welding = 2
if(do_after(user, 20))
user << "\blue You deconstruct the frame."
new /obj/item/stack/sheet/r_metal( loc, 4)
del(src)
P:welding = 1
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
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 )
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 )
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