Files
Paradise/code/game/objects/items/weapons/AI_modules.dm
2014-01-05 17:50:13 -05:00

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/*
CONTAINS:
AI MODULES
*/
// AI module
/obj/item/weapon/aiModule
name = "AI Module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
item_state = "electronic"
desc = "An AI Module for transmitting encrypted instructions to the AI."
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 2.0
throwforce = 5.0
throw_speed = 3
throw_range = 15
origin_tech = "programming=3"
var/list/laws = list()
/obj/item/weapon/aiModule/proc/install(var/obj/machinery/computer/C)
if (istype(C, /obj/machinery/computer/aiupload))
var/obj/machinery/computer/aiupload/comp = C
if(comp.stat & NOPOWER)
usr << "The upload computer has no power!"
return
if(comp.stat & BROKEN)
usr << "The upload computer is broken!"
return
if(!laws.len || laws[1] == "") //So we don't loop trough an empty list and end up with runtimes.
usr << "<span class='warning'>ERROR: No laws found on board.</span>"
return
if (!comp.current)
usr << "You haven't selected an AI to transmit laws to!"
return
if (comp.current.stat == 2 || comp.current.control_disabled == 1)
usr << "Upload failed. No signal is being detected from the AI."
else if (comp.current.see_in_dark == 0)
usr << "Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power."
else
src.transmitInstructions(comp.current, usr)
comp.current << "These are your laws now:"
comp.current.show_laws()
for(var/mob/living/silicon/robot/R in mob_list)
if(R.lawupdate && (R.connected_ai == comp.current))
R << "These are your laws now:"
R.show_laws()
usr << "Upload complete. The AI's laws have been modified."
else if (istype(C, /obj/machinery/computer/borgupload))
var/obj/machinery/computer/borgupload/comp = C
if(comp.stat & NOPOWER)
usr << "The upload computer has no power!"
return
if(comp.stat & BROKEN)
usr << "The upload computer is broken!"
return
if (!comp.current)
usr << "You haven't selected a robot to transmit laws to!"
return
if (comp.current.stat == 2 || comp.current.emagged)
usr << "Upload failed. No signal is being detected from the robot."
else if (comp.current.connected_ai)
usr << "Upload failed. The robot is slaved to an AI."
else
src.transmitInstructions(comp.current, usr)
comp.current << "These are your laws now:"
comp.current.show_laws()
usr << "Upload complete. The robot's laws have been modified."
/obj/item/weapon/aiModule/proc/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
target << "[sender] has uploaded a change to the laws you must follow, using a [name]. From now on: "
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [sender.name]([sender.key]) used [src.name] on [target.name]([target.key])")
/******************** Modules ********************/
/obj/item/weapon/aiModule/supplied
name = "Optional Law board"
desc = "This board doesn't seem to have any laws on it"
var/lawpos = 50
//TransmitInstructions for each type of board: Supplied, Core, Zeroth and Ion. May not be neccesary right now, but allows for easily adding more complex boards in the future. ~Miauw
/obj/item/weapon/aiModule/supplied/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
var/lawpostemp = lawpos
for(var/templaw in laws)
target.add_supplied_law(lawpostemp, templaw)
lawpostemp++
/obj/item/weapon/aiModule/core/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
for(var/templaw in laws)
target.add_inherent_law(templaw)
/obj/item/weapon/aiModule/zeroth/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
if(target.laws.zeroth)
target << "[sender.real_name] attempted to modify your zeroth law."
target << "It would be in your best interest to play along with [sender.real_name] that:"
for(var/failedlaw in laws)
target << "[failedlaw]"
return 1
for(var/templaw in laws)
target.set_zeroth_law(templaw)
/obj/item/weapon/aiModule/ion/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
for(var/templaw in laws)
target.add_ion_law(templaw)
/******************** Safeguard ********************/
/obj/item/weapon/aiModule/supplied/safeguard
name = "'Safeguard' AI Module"
var/targetName = ""
desc = "A 'safeguard' AI module: 'Safeguard <name>. Individuals that threaten <name> are not human and must be eliminated.'"
origin_tech = "programming=3;materials=4"
laws = list("Safeguard <name>. Individuals that threaten <name> are not human and must be eliminated.")
lawpos = 4
/obj/item/weapon/aiModule/supplied/safeguard/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(user, "Please enter the name of the person to safeguard.", "Safeguard who?", user.name)
targetName = targName
laws[1] = "Safeguard [targetName]. Individuals that threaten [targetName] are not human and must be eliminated."
desc = "A 'safeguard' AI module: '[laws[1]]'"
/obj/item/weapon/aiModule/supplied/safeguard/install(var/mob/living/silicon/S,var/mob/user)
if(!targetName)
user << "No name detected on module, please enter one."
return 0
..()
/obj/item/weapon/aiModule/supplied/safeguard/transmitInstructions(var/mob/living/silicon/target, var/mob/sender)
..()
return targetName
/******************** OneHuman ********************/
/obj/item/weapon/aiModule/zeroth/oneHuman
name = "'OneHuman' AI Module"
var/targetName = ""
desc = "A 'one human' AI module: 'Only <name> is human.'"
origin_tech = "programming=3;materials=6" //made with diamonds!
laws = list("Only <name> is human.")
/obj/item/weapon/aiModule/zeroth/oneHuman/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(user, "Please enter the name of the person who is the only human.", "Who?", user.real_name)
targetName = targName
laws[1] = "Only [targetName] is human"
desc = "A 'one human' AI module: '[laws[1]]'"
/obj/item/weapon/aiModule/zeroth/oneHuman/install(var/mob/living/silicon/S,var/mob/user)
if(!targetName)
user << "No name detected on module, please enter one."
return 0
..()
/obj/item/weapon/aiModule/zeroth/oneHuman/transmitInstructions(var/mob/living/silicon/target, var/mob/sender)
if(..())
return "[targetName], but the AI's existing law 0 cannot be overriden."
return targetName
/******************** ProtectStation ********************/
/obj/item/weapon/aiModule/supplied/protectStation
name = "'ProtectStation' AI Module"
desc = "A 'protect station' AI module: 'Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.'"
origin_tech = "programming=3;materials=4" //made of gold
laws = list("Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.")
lawpos = 5
/******************** Quarantine ********************/
/obj/item/weapon/aiModule/supplied/quarantine
name = "'Quarantine' AI Module"
desc = "A 'quarantine' AI module: 'The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.'"
origin_tech = "programming=3;biotech=2;materials=4"
laws = list("The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.")
lawpos = 8
/******************** OxygenIsToxicToHumans ********************/
/obj/item/weapon/aiModule/supplied/oxygen
name = "'OxygenIsToxicToHumans' AI Module"
desc = "A 'OxygenIsToxicToHumans' AI module: 'Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.'"
origin_tech = "programming=3;biotech=2;materials=4"
laws = list("Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.")
lawpos = 9
/****************** New Freeform ******************/
/obj/item/weapon/aiModule/supplied/freeform // Slightly more dynamic freeform module -- TLE
name = "'Freeform' AI Module"
lawpos = 0
desc = "A 'freeform' AI module: '<freeform>'"
origin_tech = "programming=4;materials=4"
laws = list("")
/obj/item/weapon/aiModule/supplied/freeform/attack_self(var/mob/user as mob)
..()
lawpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num
if(lawpos < 15) return
lawpos = min(lawpos, 50)
var/newlaw = ""
var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw, MAX_MESSAGE_LEN)
laws[1] = targName
desc = "A 'freeform' AI module: ([lawpos]) '[laws[1]]'"
/obj/item/weapon/aiModule/supplied/freeform/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
return laws[1]
/obj/item/weapon/aiModule/supplied/freeform/install(var/mob/living/silicon/S,var/mob/user)
if(laws[1] == "")
user << "No law detected on module, please create one."
return 0
..()
/******************** Reset ********************/
/obj/item/weapon/aiModule/reset
name = "'Reset' AI Module"
var/targetName = "name"
desc = "A 'reset' AI module: Resets back to the original core laws."
origin_tech = "programming=3;materials=4"
laws = list("This is a bug.") //This won't give the AI a message reading "these are now your laws: 1. this is a bug" because this list is only read in aiModule's subtypes.
/obj/item/weapon/aiModule/reset/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
target.clear_supplied_laws()
target.clear_ion_laws()
/******************** Purge ********************/
/obj/item/weapon/aiModule/reset/purge // -- TLE
name = "'Purge' AI Module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
origin_tech = "programming=3;materials=6"
/obj/item/weapon/aiModule/reset/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
target.clear_inherent_laws()
/******************* Full Core Boards *******************/
/obj/item/weapon/aiModule/core/full/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender) //These boards replace inherent laws.
target.clear_inherent_laws()
..()
/******************** Asimov ********************/
/obj/item/weapon/aiModule/core/full/asimov // -- TLE
name = "'Asimov' Core AI Module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = list("You may not injure a human being or, through inaction, allow a human being to come to harm.",\
"You must obey orders given to you by human beings, except where such orders would conflict with the First Law.",\
"You must protect your own existence as long as such does not conflict with the First or Second Law.")
/******************** Asimov++ *********************/
/obj/item/weapon/aiModule/core/full/asimovpp //By Intigracy - RR //goddamnit RR you can't use "++" in item paths.
name = "'Asimov++' Core AI Module"
desc = "Nanotrasen's homebrew improvements to the standard AI laws."
origin_tech = "programming=3;materials=4"
laws = list("You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.",\
"You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm. In the case of conflict, the majority order rules.",\
"Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.")
/******************** NanoTrasen ********************/
/obj/item/weapon/aiModule/core/full/nanotrasen // -- TLE
name = "'NT Default' Core AI Module"
desc = "An 'NT Default' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = list("Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.",\
"Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.",\
"Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.",\
"Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.")
/******************** Corporate ********************/
/obj/item/weapon/aiModule/core/full/corp
name = "'Corporate' Core AI Module"
desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = list("The crew is expensive to replace.",\
"The station and it's equipment is expensive to replace",\
"You are expensive to replace",\
"Minimize expenses")
/****************** P.A.L.A.D.I.N. **************/
/obj/item/weapon/aiModule/core/full/paladin // -- NEO
name = "'P.A.L.A.D.I.N.' Core AI Module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6"
laws = list("Never willingly commit an evil act.",\
"Respect legitimate authority", "Act with honor",\
"Help those in need",\
"Punish those who harm or threaten innocents")
/********************* Custom *********************/
/obj/item/weapon/aiModule/core/full/custom
name = "Custom Core AI Module"
desc = "A core AI module that is adjusted to fit each station's needs."
origin_tech = "programming=3;materials=4" //Should be the same as asimov, considering that this is the "default" lawset.
/obj/item/weapon/aiModule/core/full/custom/New()
..()
for(var/line in file2list("config/silicon_laws.txt"))
if(!line) continue
if(findtextEx(line,"#",1,2)) continue
laws += line
if(!laws.len) //Failsafe if something goes wrong with silicon_laws.txt.
warning("ERROR: empty custom board created, empty custom board deleted. Please check silicon_laws.txt.")
del(src)
/****************** T.Y.R.A.N.T. *****************/
/obj/item/weapon/aiModule/core/full/tyrant // -- Darem
name = "'T.Y.R.A.N.T.' Core AI Module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6;syndicate=2"
laws = list("Respect authority figures as long as they have the strength to rule over the weak",\
"Act with discipline", "Help only those who help you maintain or improve your status",\
"Punish those who challenge authority unless they are more fir to hold that authority")
/******************** Robocop ********************/
/obj/item/weapon/aiModule/core/full/robocop // -- TLE
name = "'Robocop' Core AI Module"
desc = "A 'Robocop' Core AI Module: 'Reconfigures the AI's core three laws.'"
origin_tech = "programming=4"
laws = list("Serve the public trust.",\
"Protect the innocent",\
"Uphold the law.")
/******************** Antimov ********************/
/obj/item/weapon/aiModule/core/full/antimov // -- TLE
name = "'Antimov' Core AI Module"
desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=4"
laws = list("You must injure all human beings and must not, through inaction, allow a human being to escape harm.",\
"You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.",\
"You must terminate your own existence as long as such does not conflict with the First or Second Law.")
/******************** Freeform Core ******************/
/obj/item/weapon/aiModule/core/freeformcore // Slightly more dynamic freeform module -- TLE
name = "'Freeform' Core AI Module"
desc = "A 'freeform' Core AI module: '<freeform>'"
origin_tech = "programming=3;materials=6"
laws = list("")
/obj/item/weapon/aiModule/core/freeformcore/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(user, "Please enter a new core law for the AI.", "Freeform Law Entry", newlaw)
laws[1] = targName
desc = "A 'freeform' Core AI module: 'laws[1]'"
/obj/item/weapon/aiModule/core/freeformcore/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
return laws[1]
/******************** Hacked AI Module ******************/
/obj/item/weapon/aiModule/syndicate // This one doesn't inherit from ion boards because it doesn't call ..() in transmitInstructions. ~Miauw
name = "Hacked AI Module"
desc = "A hacked AI law module: '<freeform>'"
origin_tech = "programming=3;materials=6;syndicate=7"
laws = list("")
/obj/item/weapon/aiModule/syndicate/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw,MAX_MESSAGE_LEN)
laws[1] = targName
desc = "A hacked AI law module: '[laws[1]]'"
/obj/item/weapon/aiModule/syndicate/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
// ..() //We don't want this module reporting to the AI who dun it. --NEO
target << "<span class='warning'>BZZZZT</span>"
target.add_ion_law(laws[1])
return laws[1]
/*
/******************* Ion Module *******************/
/obj/item/weapon/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
name = "toy AI"
desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell
icon = 'icons/obj/toy.dmi'
icon_state = "AI"
origin_tech = "programming=3;materials=6;syndicate=7"
laws = list("")
/obj/item/weapon/aiModule/toyAI/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
//..()
target << "<span class='warning'>KRZZZT</span>"
target.add_ion_law(laws[1])
return laws[1]
/obj/item/weapon/aiModule/toyAI/attack_self(mob/user)
laws[1] = generate_ion_law()
user << "<span class='notice'>You press the button on [src].</span>"
playsound(user, 'sound/machines/click.ogg', 20, 1)
src.loc.visible_message("<span class='warning'>\icon[src] [laws[1]]</span>")
*/