mirror of
https://github.com/PolarisSS13/Polaris.git
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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
766 lines
22 KiB
Plaintext
766 lines
22 KiB
Plaintext
/obj/machinery/bot/secbot
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name = "Securitron"
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desc = "A little security robot. He looks less than thrilled."
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icon = 'aibots.dmi'
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icon_state = "secbot0"
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layer = 5.0
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density = 1
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anchored = 0
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health = 25
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maxhealth = 25
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fire_dam_coeff = 0.7
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brute_dam_coeff = 0.5
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// weight = 1.0E7
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req_access = list(access_security)
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var/locked = 1 //Behavior Controls lock
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var/mob/living/carbon/target
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var/oldtarget_name
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var/threatlevel = 0
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var/target_lastloc //Loc of target when arrested.
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var/last_found //There's a delay
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var/frustration = 0
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// var/emagged = 0 //Emagged Secbots view everyone as a criminal
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var/idcheck = 1 //If false, all station IDs are authorized for weapons.
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var/check_records = 1 //Does it check security records?
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var/arrest_type = 0 //If true, don't handcuff
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var/mode = 0
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#define SECBOT_IDLE 0 // idle
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#define SECBOT_HUNT 1 // found target, hunting
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#define SECBOT_PREP_ARREST 2 // at target, preparing to arrest
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#define SECBOT_ARREST 3 // arresting target
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#define SECBOT_START_PATROL 4 // start patrol
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#define SECBOT_PATROL 5 // patrolling
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#define SECBOT_SUMMON 6 // summoned by PDA
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var/auto_patrol = 0 // set to make bot automatically patrol
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var/obj/machinery/camera/cam //Camera for the AI to find them I guess
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var/beacon_freq = 1445 // navigation beacon frequency
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var/control_freq = 1447 // bot control frequency
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var/turf/patrol_target // this is turf to navigate to (location of beacon)
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var/new_destination // pending new destination (waiting for beacon response)
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var/destination // destination description tag
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var/next_destination // the next destination in the patrol route
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var/list/path = new // list of path turfs
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var/blockcount = 0 //number of times retried a blocked path
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var/awaiting_beacon = 0 // count of pticks awaiting a beacon response
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var/nearest_beacon // the nearest beacon's tag
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var/turf/nearest_beacon_loc // the nearest beacon's location
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/obj/machinery/bot/secbot/beepsky
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name = "Officer Beep O'sky"
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desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
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idcheck = 0
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auto_patrol = 1
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/obj/item/weapon/secbot_assembly
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name = "helmet/signaler assembly"
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desc = "Some sort of bizarre assembly."
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icon = 'aibots.dmi'
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icon_state = "helmet_signaler"
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item_state = "helmet"
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var/build_step = 0
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var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
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/obj/machinery/bot/secbot
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New()
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..()
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src.icon_state = "secbot[src.on]"
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spawn(3)
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src.botcard = new /obj/item/weapon/card/id(src)
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src.botcard.access = get_access("Detective")
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src.cam = new /obj/machinery/camera(src)
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src.cam.c_tag = src.name
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src.cam.network = "SS13"
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if(radio_controller)
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radio_controller.add_object(src, control_freq, filter = RADIO_SECBOT)
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radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
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/obj/machinery/bot/secbot/turn_on()
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..()
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src.icon_state = "secbot[src.on]"
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src.updateUsrDialog()
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/obj/machinery/bot/secbot/turn_off()
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..()
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src.target = null
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src.oldtarget_name = null
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src.anchored = 0
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src.mode = SECBOT_IDLE
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walk_to(src,0)
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src.icon_state = "secbot[src.on]"
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src.updateUsrDialog()
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/obj/machinery/bot/secbot/attack_hand(mob/user as mob)
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. = ..()
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if (.)
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return
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usr.machine = src
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interact(user)
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/obj/machinery/bot/secbot/proc/interact(mob/user as mob)
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var/dat
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dat += text({"
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<TT><B>Automatic Security Unit v1.3</B></TT><BR><BR>
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Status: []<BR>
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Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
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"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
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if(!src.locked)
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dat += text({"<BR>
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Check for Weapon Authorization: []<BR>
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Check Security Records: []<BR>
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Operating Mode: []<BR>
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Auto Patrol: []"},
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"<A href='?src=\ref[src];operation=idcheck'>[src.idcheck ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=ignorerec'>[src.check_records ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=switchmode'>[src.arrest_type ? "Detain" : "Arrest"]</A>",
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"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
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user << browse("<HEAD><TITLE>Securitron v1.3 controls</TITLE></HEAD>[dat]", "window=autosec")
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onclose(user, "autosec")
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return
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/obj/machinery/bot/secbot/Topic(href, href_list)
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usr.machine = src
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src.add_fingerprint(usr)
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if ((href_list["power"]) && (src.allowed(usr)))
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if (src.on)
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turn_off()
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else
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turn_on()
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return
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switch(href_list["operation"])
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if ("idcheck")
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src.idcheck = !src.idcheck
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src.updateUsrDialog()
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if ("ignorerec")
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src.check_records = !src.check_records
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src.updateUsrDialog()
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if ("switchmode")
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src.arrest_type = !src.arrest_type
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src.updateUsrDialog()
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if("patrol")
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auto_patrol = !auto_patrol
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mode = SECBOT_IDLE
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updateUsrDialog()
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/obj/machinery/bot/secbot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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..()
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if (!istype(W, /obj/item/weapon/screwdriver) && (W.force) && (!src.target))
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src.target = user
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src.mode = SECBOT_HUNT
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/obj/machinery/bot/secbot/Emag(mob/user as mob)
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if(user) user << "\red You short out [src]'s target assessment circuits."
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
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src.target = null
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if(user) src.oldtarget_name = user.name
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src.last_found = world.time
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src.anchored = 0
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src.emagged = 1
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src.on = 1
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src.icon_state = "secbot[src.on]"
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mode = SECBOT_IDLE
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/obj/machinery/bot/secbot/process()
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set background = 1
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if (!src.on)
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return
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switch(mode)
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if(SECBOT_IDLE) // idle
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walk_to(src,0)
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look_for_perp() // see if any criminals are in range
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if(!mode && auto_patrol) // still idle, and set to patrol
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mode = SECBOT_START_PATROL // switch to patrol mode
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if(SECBOT_HUNT) // hunting for perp
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// if can't reach perp for long enough, go idle
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if (src.frustration >= 8)
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// for(var/mob/O in hearers(src, null))
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// O << "<span class='game say'><span class='name'>[src]</span> beeps, \"Backup requested! Suspect has evaded arrest.\""
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src.target = null
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src.last_found = world.time
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src.frustration = 0
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src.mode = 0
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walk_to(src,0)
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if (target) // make sure target exists
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if (get_dist(src, src.target) <= 1) // if right next to perp
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playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
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src.icon_state = "secbot-c"
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spawn(2)
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src.icon_state = "secbot[src.on]"
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var/mob/living/carbon/M = src.target
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var/maxstuns = 4
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if (istype(M, /mob/living/carbon/human))
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if (M.weakened < 10 && (!(M.mutations & HULK)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.weakened = 10
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if (M.stuttering < 10 && (!(M.mutations & HULK)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 10
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if (M.stunned < 10 && (!(M.mutations & HULK)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stunned = 10
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else
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M.weakened = 10
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M.stuttering = 10
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M.stunned = 10
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maxstuns--
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if (maxstuns <= 0)
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target = null
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src.target] has been stunned by [src]!</B>", 1, "\red You hear someone fall", 2)
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mode = SECBOT_PREP_ARREST
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src.anchored = 1
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src.target_lastloc = M.loc
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return
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else // not next to perp
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var/turf/olddist = get_dist(src, src.target)
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walk_to(src, src.target,1,4)
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if ((get_dist(src, src.target)) >= (olddist))
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src.frustration++
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else
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src.frustration = 0
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if(SECBOT_PREP_ARREST) // preparing to arrest target
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// see if he got away
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if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc) && src.target:weakened < 2))
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src.anchored = 0
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mode = SECBOT_HUNT
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return
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if (!src.target.handcuffed && !src.arrest_type)
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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mode = SECBOT_ARREST
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] is trying to put handcuffs on [src.target]!</B>", 1)
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spawn(60)
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if (get_dist(src, src.target) <= 1)
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if (src.target.handcuffed)
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return
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if(istype(src.target,/mob/living/carbon))
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src.target.handcuffed = new /obj/item/weapon/handcuffs(src.target)
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mode = SECBOT_IDLE
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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playsound(src.loc, pick('bgod.ogg', 'biamthelaw.ogg', 'bsecureday.ogg', 'bradio.ogg', 'binsult.ogg', 'bcreep.ogg'), 50, 0)
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// var/arrest_message = pick("Have a secure day!","I AM THE LAW.", "God made tomorrow for the crooks we don't catch today.","You can't outrun a radio.")
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// src.speak(arrest_message)
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if(SECBOT_ARREST) // arresting
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if (src.target.handcuffed)
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src.anchored = 0
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mode = SECBOT_IDLE
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return
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if(SECBOT_START_PATROL) // start a patrol
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if(path.len > 0 && patrol_target) // have a valid path, so just resume
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mode = SECBOT_PATROL
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return
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else if(patrol_target) // has patrol target already
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spawn(0)
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calc_path() // so just find a route to it
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if(path.len == 0)
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patrol_target = 0
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return
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mode = SECBOT_PATROL
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else // no patrol target, so need a new one
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find_patrol_target()
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speak("Engaging patrol mode.")
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if(SECBOT_PATROL) // patrol mode
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patrol_step()
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spawn(5)
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if(mode == SECBOT_PATROL)
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patrol_step()
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if(SECBOT_SUMMON) // summoned to PDA
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patrol_step()
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spawn(4)
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if(mode == SECBOT_SUMMON)
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patrol_step()
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sleep(4)
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patrol_step()
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return
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// perform a single patrol step
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/obj/machinery/bot/secbot/proc/patrol_step()
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if(loc == patrol_target) // reached target
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at_patrol_target()
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return
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else if(path.len > 0 && patrol_target) // valid path
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var/turf/next = path[1]
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if(next == loc)
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path -= next
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return
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if(istype( next, /turf/simulated))
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var/moved = step_towards(src, next) // attempt to move
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if(moved) // successful move
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blockcount = 0
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path -= loc
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look_for_perp()
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else // failed to move
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blockcount++
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if(blockcount > 5) // attempt 5 times before recomputing
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// find new path excluding blocked turf
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spawn(2)
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calc_path(next)
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if(path.len == 0)
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find_patrol_target()
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else
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blockcount = 0
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return
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return
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else // not a valid turf
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mode = SECBOT_IDLE
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return
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else // no path, so calculate new one
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mode = SECBOT_START_PATROL
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// finds a new patrol target
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/obj/machinery/bot/secbot/proc/find_patrol_target()
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send_status()
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if(awaiting_beacon) // awaiting beacon response
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awaiting_beacon++
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if(awaiting_beacon > 5) // wait 5 secs for beacon response
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find_nearest_beacon() // then go to nearest instead
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return
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if(next_destination)
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set_destination(next_destination)
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else
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find_nearest_beacon()
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return
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// finds the nearest beacon to self
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// signals all beacons matching the patrol code
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/obj/machinery/bot/secbot/proc/find_nearest_beacon()
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nearest_beacon = null
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new_destination = "__nearest__"
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post_signal(beacon_freq, "findbeacon", "patrol")
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awaiting_beacon = 1
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spawn(10)
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awaiting_beacon = 0
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if(nearest_beacon)
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set_destination(nearest_beacon)
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else
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auto_patrol = 0
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mode = SECBOT_IDLE
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speak("Disengaging patrol mode.")
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send_status()
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/obj/machinery/bot/secbot/proc/at_patrol_target()
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find_patrol_target()
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return
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// sets the current destination
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// signals all beacons matching the patrol code
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// beacons will return a signal giving their locations
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/obj/machinery/bot/secbot/proc/set_destination(var/new_dest)
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new_destination = new_dest
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post_signal(beacon_freq, "findbeacon", "patrol")
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awaiting_beacon = 1
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// receive a radio signal
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// used for beacon reception
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/obj/machinery/bot/secbot/receive_signal(datum/signal/signal)
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//log_admin("DEBUG \[[world.timeofday]\]: /obj/machinery/bot/secbot/receive_signal([signal.debug_print()])")
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if(!on)
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return
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/*
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world << "rec signal: [signal.source]"
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for(var/x in signal.data)
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world << "* [x] = [signal.data[x]]"
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*/
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var/recv = signal.data["command"]
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// process all-bot input
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if(recv=="bot_status")
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send_status()
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// check to see if we are the commanded bot
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if(signal.data["active"] == src)
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// process control input
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switch(recv)
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if("stop")
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mode = SECBOT_IDLE
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auto_patrol = 0
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return
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if("go")
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mode = SECBOT_IDLE
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auto_patrol = 1
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return
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if("summon")
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patrol_target = signal.data["target"]
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next_destination = destination
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destination = null
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awaiting_beacon = 0
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mode = SECBOT_SUMMON
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calc_path()
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speak("Responding.")
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return
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// receive response from beacon
|
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recv = signal.data["beacon"]
|
|
var/valid = signal.data["patrol"]
|
|
if(!recv || !valid)
|
|
return
|
|
|
|
if(recv == new_destination) // if the recvd beacon location matches the set destination
|
|
// the we will navigate there
|
|
destination = new_destination
|
|
patrol_target = signal.source.loc
|
|
next_destination = signal.data["next_patrol"]
|
|
awaiting_beacon = 0
|
|
|
|
// if looking for nearest beacon
|
|
else if(new_destination == "__nearest__")
|
|
var/dist = get_dist(src,signal.source.loc)
|
|
if(nearest_beacon)
|
|
|
|
// note we ignore the beacon we are located at
|
|
if(dist>1 && dist<get_dist(src,nearest_beacon_loc))
|
|
nearest_beacon = recv
|
|
nearest_beacon_loc = signal.source.loc
|
|
return
|
|
else
|
|
return
|
|
else if(dist > 1)
|
|
nearest_beacon = recv
|
|
nearest_beacon_loc = signal.source.loc
|
|
return
|
|
|
|
|
|
// send a radio signal with a single data key/value pair
|
|
/obj/machinery/bot/secbot/proc/post_signal(var/freq, var/key, var/value)
|
|
post_signal_multiple(freq, list("[key]" = value) )
|
|
|
|
// send a radio signal with multiple data key/values
|
|
/obj/machinery/bot/secbot/proc/post_signal_multiple(var/freq, var/list/keyval)
|
|
|
|
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
|
|
|
|
if(!frequency) return
|
|
|
|
var/datum/signal/signal = new()
|
|
signal.source = src
|
|
signal.transmission_method = 1
|
|
//for(var/key in keyval)
|
|
// signal.data[key] = keyval[key]
|
|
signal.data = keyval
|
|
//world << "sent [key],[keyval[key]] on [freq]"
|
|
if (signal.data["findbeacon"])
|
|
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
|
|
else if (signal.data["type"] == "secbot")
|
|
frequency.post_signal(src, signal, filter = RADIO_SECBOT)
|
|
else
|
|
frequency.post_signal(src, signal)
|
|
|
|
// signals bot status etc. to controller
|
|
/obj/machinery/bot/secbot/proc/send_status()
|
|
var/list/kv = list(
|
|
"type" = "secbot",
|
|
"name" = name,
|
|
"loca" = loc.loc, // area
|
|
"mode" = mode
|
|
)
|
|
post_signal_multiple(control_freq, kv)
|
|
|
|
|
|
|
|
// calculates a path to the current destination
|
|
// given an optional turf to avoid
|
|
/obj/machinery/bot/secbot/proc/calc_path(var/turf/avoid = null)
|
|
src.path = AStar(src.loc, patrol_target, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 120, id=botcard, exclude=avoid)
|
|
src.path = reverselist(src.path)
|
|
|
|
|
|
// look for a criminal in view of the bot
|
|
|
|
/obj/machinery/bot/secbot/proc/look_for_perp()
|
|
src.anchored = 0
|
|
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
|
|
if ((C.stat) || (C.handcuffed))
|
|
continue
|
|
|
|
if ((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
|
|
continue
|
|
|
|
if (istype(C, /mob/living/carbon/human))
|
|
src.threatlevel = src.assess_perp(C)
|
|
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
|
|
src.threatlevel = 4
|
|
|
|
if (!src.threatlevel)
|
|
continue
|
|
|
|
else if (src.threatlevel >= 4)
|
|
src.target = C
|
|
src.oldtarget_name = C.name
|
|
src.speak("Level [src.threatlevel] infraction alert!")
|
|
playsound(src.loc, pick('bcriminal.ogg', 'bjustice.ogg', 'bfreeze.ogg'), 50, 0)
|
|
src.visible_message("<b>[src]</b> points at [C.name]!")
|
|
mode = SECBOT_HUNT
|
|
spawn(0)
|
|
process() // ensure bot quickly responds to a perp
|
|
break
|
|
else
|
|
continue
|
|
|
|
|
|
//If the security records say to arrest them, arrest them
|
|
//Or if they have weapons and aren't security, arrest them.
|
|
/obj/machinery/bot/secbot/proc/assess_perp(mob/living/carbon/human/perp as mob)
|
|
var/threatcount = 0
|
|
|
|
if(src.emagged) return 10 //Everyone is a criminal!
|
|
|
|
if((src.idcheck) || (isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
|
|
if(src.allowed(perp)) //Corrupt cops cannot exist beep boop
|
|
return 0
|
|
|
|
if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.l_hand, /obj/item/weapon/melee/baton))
|
|
threatcount += 4
|
|
|
|
if((istype(perp.r_hand, /obj/item/weapon/gun) && !istype(perp.r_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.r_hand, /obj/item/weapon/melee/baton))
|
|
threatcount += 4
|
|
|
|
if(istype(perp:belt, /obj/item/weapon/gun) || istype(perp:belt, /obj/item/weapon/melee/baton))
|
|
threatcount += 2
|
|
|
|
if(istype(perp:wear_suit, /obj/item/clothing/suit/wizrobe))
|
|
threatcount += 2
|
|
|
|
if(perp.mutantrace && perp.mutantrace != "none")
|
|
threatcount += 2
|
|
|
|
//Agent cards lower threatlevel when normal idchecking is off.
|
|
if((istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)) && src.idcheck)
|
|
threatcount -= 2
|
|
|
|
if (src.check_records)
|
|
for (var/datum/data/record/E in data_core.general)
|
|
var/perpname = perp.name
|
|
if (perp:wear_id)
|
|
var/obj/item/weapon/card/id/id = perp:wear_id
|
|
if(istype(perp:wear_id, /obj/item/device/pda))
|
|
var/obj/item/device/pda/pda = perp:wear_id
|
|
id = pda.id
|
|
if (id)
|
|
perpname = id.registered
|
|
else
|
|
var/obj/item/device/pda/pda = perp:wear_id
|
|
perpname = pda.owner
|
|
if (E.fields["name"] == perpname)
|
|
for (var/datum/data/record/R in data_core.security)
|
|
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
|
|
threatcount = 4
|
|
break
|
|
|
|
return threatcount
|
|
|
|
/obj/machinery/bot/secbot/Bump(M as mob|obj) //Leave no door unopened!
|
|
spawn(0)
|
|
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
|
|
var/obj/machinery/door/D = M
|
|
if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
|
|
D.open()
|
|
src.frustration = 0
|
|
else if ((istype(M, /mob/living/)) && (!src.anchored))
|
|
src.loc = M:loc
|
|
src.frustration = 0
|
|
|
|
return
|
|
return
|
|
|
|
/obj/machinery/bot/secbot/Bumped(atom/movable/M as mob|obj)
|
|
spawn(0)
|
|
if (M)
|
|
var/turf/T = get_turf(src)
|
|
M:loc = T
|
|
|
|
/obj/machinery/bot/secbot/proc/speak(var/message)
|
|
for(var/mob/O in hearers(src, null))
|
|
O.show_message("<span class='game say'><span class='name'>[src]</span> beeps, \"[message]\"",2)
|
|
return
|
|
|
|
|
|
/obj/machinery/bot/secbot/explode()
|
|
|
|
walk_to(src,0)
|
|
src.visible_message("\red <B>[src] blows apart!</B>", 1)
|
|
var/turf/Tsec = get_turf(src)
|
|
|
|
var/obj/item/weapon/secbot_assembly/Sa = new /obj/item/weapon/secbot_assembly(Tsec)
|
|
Sa.build_step = 1
|
|
Sa.overlays += image('aibots.dmi', "hs_hole")
|
|
Sa.created_name = src.name
|
|
new /obj/item/device/assembly/prox_sensor(Tsec)
|
|
|
|
var/obj/item/weapon/melee/baton/B = new /obj/item/weapon/melee/baton(Tsec)
|
|
B.charges = 0
|
|
|
|
if (prob(50))
|
|
new /obj/item/robot_parts/l_arm(Tsec)
|
|
|
|
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
|
|
new /obj/effect/decal/cleanable/oil(src.loc)
|
|
del(src)
|
|
|
|
/obj/machinery/bot/secbot/attack_alien(var/mob/living/carbon/alien/user as mob)
|
|
..()
|
|
if (!isalien(target))
|
|
src.target = user
|
|
src.mode = SECBOT_HUNT
|
|
|
|
/obj/machinery/bot/secbot/emp_act(severity)
|
|
if (cam)
|
|
cam.emp_act(severity)
|
|
..()
|
|
|
|
//Secbot Construction
|
|
|
|
/obj/item/clothing/head/helmet/attackby(var/obj/item/device/assembly/signaler/S, mob/user as mob)
|
|
..()
|
|
if (!issignaler(S))
|
|
..()
|
|
return
|
|
|
|
if (src.type != /obj/item/clothing/head/helmet) //Eh, but we don't want people making secbots out of space helmets.
|
|
return
|
|
|
|
if (!S.secured)
|
|
return
|
|
else
|
|
var/obj/item/weapon/secbot_assembly/A = new /obj/item/weapon/secbot_assembly
|
|
A.loc = user
|
|
if (user.r_hand == S)
|
|
user.u_equip(S)
|
|
user.r_hand = A
|
|
else
|
|
user.u_equip(S)
|
|
user.l_hand = A
|
|
A.layer = 20
|
|
user << "You add the signaler to the helmet."
|
|
del(S)
|
|
del(src)
|
|
|
|
|
|
/obj/item/weapon/secbot_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if ((istype(W, /obj/item/weapon/weldingtool) && W:welding) && (!src.build_step))
|
|
if(W:remove_fuel(0,user))
|
|
src.build_step++
|
|
src.overlays += image('aibots.dmi', "hs_hole")
|
|
user << "You weld a hole in [src]!"
|
|
|
|
else if(isprox(W) && (src.build_step == 1))
|
|
src.build_step++
|
|
user << "You add the prox sensor to [src]!"
|
|
src.overlays += image('aibots.dmi', "hs_eye")
|
|
src.name = "helmet/signaler/prox sensor assembly"
|
|
del(W)
|
|
|
|
else if(((istype(W, /obj/item/robot_parts/l_arm)) || (istype(W, /obj/item/robot_parts/r_arm))) && (src.build_step == 2))
|
|
src.build_step++
|
|
user << "You add the robot arm to [src]!"
|
|
src.name = "helmet/signaler/prox sensor/robot arm assembly"
|
|
src.overlays += image('aibots.dmi', "hs_arm")
|
|
del(W)
|
|
|
|
else if((istype(W, /obj/item/weapon/melee/baton)) && (src.build_step >= 3))
|
|
src.build_step++
|
|
user << "You complete the Securitron! Beep boop."
|
|
var/obj/machinery/bot/secbot/S = new /obj/machinery/bot/secbot
|
|
S.loc = get_turf(src)
|
|
S.name = src.created_name
|
|
del(W)
|
|
del(src)
|
|
|
|
else if(istype(W, /obj/item/weapon/pen))
|
|
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
|
|
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
|
|
if (!t)
|
|
return
|
|
if (!in_range(src, usr) && src.loc != usr)
|
|
return
|
|
|
|
src.created_name = t
|