mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-04 14:33:30 +00:00
-Fixed an issue with AIs being unable to suicide.
-Fixed Issue 1163 with AIs not taking oxygen damage while ghosted/disconnected. -Reverted my failed experimental exploit patch for AIs seeing through the camera-less fog. -Removed some unneeded spawn()s from AI Life(). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5322 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -31,12 +31,12 @@ var/datum/cameranet/cameranet = new()
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// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
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/datum/cameranet/proc/visibility(mob/aiEye/ai, var/turf/T)
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/datum/cameranet/proc/visibility(mob/aiEye/ai)
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// 0xf = 15
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var/x1 = max(0, T.x - 16) & ~0xf
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var/y1 = max(0, T.y - 16) & ~0xf
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var/x2 = min(world.maxx, T.x + 16) & ~0xf
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var/y2 = min(world.maxy, T.y + 16) & ~0xf
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var/x1 = max(0, ai.x - 16) & ~0xf
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var/y1 = max(0, ai.y - 16) & ~0xf
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var/x2 = min(world.maxx, ai.x + 16) & ~0xf
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var/y2 = min(world.maxy, ai.y + 16) & ~0xf
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var/list/visibleChunks = list()
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@@ -11,6 +11,7 @@
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density = 0
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status_flags = GODMODE // You can't damage it.
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mouse_opacity = 0
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see_in_dark = 7
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// Movement code. Returns 0 to stop air movement from moving it.
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/mob/aiEye/Move()
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@@ -41,8 +42,8 @@
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if(!isturf(ai.loc))
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return
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T = get_turf(T)
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cameranet.visibility(src, T)
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loc = T
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cameranet.visibility(src)
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if(ai.client)
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ai.client.eye = src
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//Holopad
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@@ -17,8 +17,6 @@
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src << "\red ERROR: APC access disabled, hack attempt canceled."
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src.malfhacking = 0
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src.malfhack = null
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else
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if (src.health <= config.health_threshold_dead)
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@@ -29,146 +27,138 @@
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if (!( src.machine.check_eye(src) ))
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src.reset_view(null)
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//var/stage = 0
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if (src.client)
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//stage = 1
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if (istype(src, /mob/living/silicon/ai))
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var/blind = 0
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//stage = 2
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var/area/loc = null
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if (istype(T, /turf))
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//stage = 3
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loc = T.loc
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if (istype(loc, /area))
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//stage = 4
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if (!loc.master.power_equip && !istype(src.loc,/obj/item))
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//stage = 5
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blind = 1
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// Handle power damage (oxy)
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if(src:aiRestorePowerRoutine != 0)
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// Lost power
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adjustOxyLoss(1)
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else
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// Gain Power
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adjustOxyLoss(-1)
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if (!blind) //lol? if(!blind) #if(src.blind.layer) <--something here is clearly wrong :P
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//I'll get back to this when I find out how this is -supposed- to work ~Carn //removed this shit since it was confusing as all hell --39kk9t
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//stage = 4.5
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src.sight |= SEE_TURFS
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src.sight |= SEE_MOBS
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src.sight |= SEE_OBJS
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src.see_in_dark = 8
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src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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//stage = 1
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//if (istype(src, /mob/living/silicon/ai)) // Are we not sure what we are?
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var/blind = 0
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//stage = 2
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var/area/loc = null
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if (istype(T, /turf))
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//stage = 3
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loc = T.loc
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if (istype(loc, /area))
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//stage = 4
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if (!loc.master.power_equip && !istype(src.loc,/obj/item))
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//stage = 5
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blind = 1
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var/area/home = get_area(src)
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if(!home) return//something to do with malf fucking things up I guess. <-- aisat is gone. is this still necessary? ~Carn
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if(home.powered(EQUIP))
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home.use_power(1000, EQUIP)
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if (!blind) //lol? if(!blind) #if(src.blind.layer) <--something here is clearly wrong :P
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//I'll get back to this when I find out how this is -supposed- to work ~Carn //removed this shit since it was confusing as all hell --39kk9t
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//stage = 4.5
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src.sight |= SEE_TURFS
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src.sight |= SEE_MOBS
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src.sight |= SEE_OBJS
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src.see_in_dark = 8
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src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if (src:aiRestorePowerRoutine==2)
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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spawn(1)
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while (src.getOxyLoss()>0 && stat!=2)
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sleep(50)
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src.adjustOxyLoss(-1)
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src.oxyloss = 0
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return
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else if (src:aiRestorePowerRoutine==3)
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src << "Alert cancelled. Power has been restored."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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spawn(1)
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while (src.getOxyLoss()>0 && stat!=2)
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sleep(50)
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src.adjustOxyLoss(-1)
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return
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else
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var/area/home = get_area(src)
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if(!home) return//something to do with malf fucking things up I guess. <-- aisat is gone. is this still necessary? ~Carn
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if(home.powered(EQUIP))
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home.use_power(1000, EQUIP)
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//stage = 6
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src.blind.screen_loc = "1,1 to 15,15"
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if (src.blind.layer!=18)
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src.blind.layer = 18
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src.sight = src.sight&~SEE_TURFS
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src.sight = src.sight&~SEE_MOBS
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src.sight = src.sight&~SEE_OBJS
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src.see_in_dark = 0
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src.see_invisible = SEE_INVISIBLE_LIVING
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if (src:aiRestorePowerRoutine==2)
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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return
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else if (src:aiRestorePowerRoutine==3)
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src << "Alert cancelled. Power has been restored."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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return
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else
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if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
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if (src:aiRestorePowerRoutine==0)
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src:aiRestorePowerRoutine = 1
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//stage = 6
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src.blind.screen_loc = "1,1 to 15,15"
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if (src.blind.layer!=18)
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src.blind.layer = 18
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src.sight = src.sight&~SEE_TURFS
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src.sight = src.sight&~SEE_MOBS
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src.sight = src.sight&~SEE_OBJS
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src.see_in_dark = 0
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src.see_invisible = SEE_INVISIBLE_LIVING
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src << "You've lost power!"
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if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
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if (src:aiRestorePowerRoutine==0)
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src:aiRestorePowerRoutine = 1
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src << "You've lost power!"
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// world << "DEBUG CODE TIME! [loc] is the area the AI is sucking power from"
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if (!is_special_character(src))
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src.set_zeroth_law("")
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//src.clear_supplied_laws() // Don't reset our laws.
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//var/time = time2text(world.realtime,"hh:mm:ss")
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//lawchanges.Add("[time] <b>:</b> [src.name]'s noncore laws have been reset due to power failure")
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spawn(50)
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while ((src:aiRestorePowerRoutine!=0) && stat!=2)
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src.oxyloss += 2
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sleep(50)
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spawn(20)
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src << "Backup battery online. Scanners, camera, and radio interface offline. Beginning fault-detection."
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sleep(50)
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if (loc.master.power_equip)
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if (!istype(T, /turf/space))
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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return
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src << "Fault confirmed: missing external power. Shutting down main control system to save power."
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sleep(20)
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src << "Emergency control system online. Verifying connection to power network."
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sleep(50)
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if (istype(T, /turf/space))
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src << "Unable to verify! No power connection detected!"
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src:aiRestorePowerRoutine = 2
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return
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src << "Connection verified. Searching for APC in power network."
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sleep(50)
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var/obj/machinery/power/apc/theAPC = null
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if (!is_special_character(src))
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src.set_zeroth_law("")
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//src.clear_supplied_laws() // Don't reset our laws.
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//var/time = time2text(world.realtime,"hh:mm:ss")
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//lawchanges.Add("[time] <b>:</b> [src.name]'s noncore laws have been reset due to power failure")
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spawn(20)
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src << "Backup battery online. Scanners, camera, and radio interface offline. Beginning fault-detection."
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sleep(50)
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if (loc.master.power_equip)
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if (!istype(T, /turf/space))
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0
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return
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src << "Fault confirmed: missing external power. Shutting down main control system to save power."
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sleep(20)
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src << "Emergency control system online. Verifying connection to power network."
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sleep(50)
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if (istype(T, /turf/space))
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src << "Unable to verify! No power connection detected!"
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src:aiRestorePowerRoutine = 2
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return
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src << "Connection verified. Searching for APC in power network."
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sleep(50)
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var/obj/machinery/power/apc/theAPC = null
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/*
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for (var/something in loc)
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if (istype(something, /obj/machinery/power/apc))
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if (!(something:stat & BROKEN))
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theAPC = something
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break
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for (var/something in loc)
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if (istype(something, /obj/machinery/power/apc))
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if (!(something:stat & BROKEN))
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theAPC = something
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break
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*/
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var/PRP //like ERP with the code, at least this stuff is no more 4x sametext
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for (PRP=1, PRP<=4, PRP++)
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var/area/AIarea = get_area(src)
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for(var/area/A in AIarea.master.related)
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for (var/obj/machinery/power/apc/APC in A)
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if (!(APC.stat & BROKEN))
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theAPC = APC
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break
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if (!theAPC)
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switch(PRP)
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if (1) src << "Unable to locate APC!"
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else src << "Lost connection with the APC!"
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src:aiRestorePowerRoutine = 2
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return
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if (loc.master.power_equip)
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if (!istype(T, /turf/space))
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0 //This, too, is a fix to issue 603
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return
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switch(PRP)
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if (1) src << "APC located. Optimizing route to APC to avoid needless power waste."
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if (2) src << "Best route identified. Hacking offline APC power port."
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if (3) src << "Power port upload access confirmed. Loading control program into APC power port software."
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if (4)
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src << "Transfer complete. Forcing APC to execute program."
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sleep(50)
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src << "Receiving control information from APC."
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sleep(2)
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//bring up APC dialog
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theAPC.attack_ai(src)
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src:aiRestorePowerRoutine = 3
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src << "Here are your current laws:"
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src.show_laws()
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var/PRP //like ERP with the code, at least this stuff is no more 4x sametext
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for (PRP=1, PRP<=4, PRP++)
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var/area/AIarea = get_area(src)
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for(var/area/A in AIarea.master.related)
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for (var/obj/machinery/power/apc/APC in A)
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if (!(APC.stat & BROKEN))
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theAPC = APC
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break
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if (!theAPC)
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switch(PRP)
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if (1) src << "Unable to locate APC!"
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else src << "Lost connection with the APC!"
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src:aiRestorePowerRoutine = 2
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return
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if (loc.master.power_equip)
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if (!istype(T, /turf/space))
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src << "Alert cancelled. Power has been restored without our assistance."
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src:aiRestorePowerRoutine = 0
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src.blind.layer = 0 //This, too, is a fix to issue 603
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return
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switch(PRP)
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if (1) src << "APC located. Optimizing route to APC to avoid needless power waste."
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if (2) src << "Best route identified. Hacking offline APC power port."
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if (3) src << "Power port upload access confirmed. Loading control program into APC power port software."
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if (4)
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src << "Transfer complete. Forcing APC to execute program."
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sleep(50)
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theAPC = null
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src << "Receiving control information from APC."
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sleep(2)
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//bring up APC dialog
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theAPC.attack_ai(src)
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src:aiRestorePowerRoutine = 3
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src << "Here are your current laws:"
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src.show_laws()
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sleep(50)
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theAPC = null
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/mob/living/silicon/ai/updatehealth()
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if(status_flags & GODMODE)
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