Fix pAI shenanigans

This commit is contained in:
Jerry Wester
2022-12-10 22:30:46 -07:00
parent f7ac3c7624
commit bbaf55a8f5
6 changed files with 95 additions and 49 deletions

View File

@@ -5,8 +5,6 @@
var/obj/item/mod/control/mod
/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
var/ai_action = FALSE
/// Whether this action is intended for the inserted pAI. Stuff breaks a lot if this is done differently.
var/pai_action = FALSE
/datum/action/item_action/mod/New(Target)
..()
@@ -14,7 +12,7 @@
qdel(src)
return
if(ai_action)
background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
background_icon_state = "bg_tech"
/datum/action/item_action/mod/Grant(mob/user)
mod = target
@@ -53,9 +51,6 @@
/datum/action/item_action/mod/deploy/ai
ai_action = TRUE
/datum/action/item_action/mod/deploy/pai
pai_action = TRUE
/datum/action/item_action/mod/activate
name = "Activate MODsuit"
desc = "Activate/Deactivate the MODsuit."
@@ -70,9 +65,6 @@
/datum/action/item_action/mod/activate/ai
ai_action = TRUE
/datum/action/item_action/mod/activate/pai
pai_action = TRUE
/datum/action/item_action/mod/module
name = "Toggle Module"
desc = "Toggle a MODsuit module."
@@ -87,9 +79,6 @@
/datum/action/item_action/mod/module/ai
ai_action = TRUE
/datum/action/item_action/mod/module/pai
pai_action = TRUE
/datum/action/item_action/mod/panel
name = "MODsuit Panel"
desc = "Open the MODsuit's panel."
@@ -103,6 +92,3 @@
/datum/action/item_action/mod/panel/ai
ai_action = TRUE
/datum/action/item_action/mod/panel/pai
pai_action = TRUE

View File

@@ -122,6 +122,9 @@
module.on_deactivation()
activating = TRUE
to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
if(ai)
to_chat(ai, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
if(do_after(wearer, MOD_ACTIVATION_STEP_TIME, target = wearer, required_mobility_flags = NONE))
to_chat(wearer, span_notice("[boots] [active ? "relax their grip on your legs" : "seal around your feet"]."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)

View File

@@ -10,6 +10,9 @@
if(!ai)
balloon_alert(user, "no AI in suit!")
return
if(!isAI(ai))
balloon_alert(user, "onboard AI cannot fit in this card!")
return
balloon_alert(user, "transferring to card...")
if(!do_after(user, 5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
@@ -65,7 +68,7 @@
ai = new_ai
balloon_alert(new_ai, "transferred to a suit")
for(var/datum/action/action as anything in actions)
action.Grant(new_ai)
action.Grant(ai)
/**
* Simple proc to insert the pAI into the MODsuit.
@@ -75,8 +78,8 @@
*/
/obj/item/mod/control/proc/insert_pai(mob/user, obj/item/paicard/card)
if(mod_pai)
balloon_alert(user, "pAI already installed!")
if(ai)
balloon_alert(user, "AI already installed!")
return
if(!card.pai || !card.pai.mind)
balloon_alert(user, "pAI unresponsive!")
@@ -88,13 +91,13 @@
if(!user.transferItemToLoc(card, src))
return
mod_pai = card.pai
card.pai.canholo = FALSE
ai = card.pai
balloon_alert(user, "pAI transferred to suit")
balloon_alert(mod_pai, "transferred to a suit")
mod_pai.canholo = FALSE
mod_pai.remote_control = src
balloon_alert(ai, "transferred to a suit")
ai.remote_control = src
for(var/datum/action/action as anything in actions)
action.Grant(mod_pai)
action.Grant(ai)
return TRUE
/**
@@ -106,10 +109,14 @@
* feedback - Whether to give feedback via balloon alerts or not. Defaults to TRUE.
*/
/obj/item/mod/control/proc/extract_pai(mob/user, forced = FALSE, feedback = TRUE)
if(!mod_pai)
if(!ai)
if(user && feedback)
balloon_alert(user, "no pAI to remove!")
return
if(!ispAI(ai))
if(user && feedback)
balloon_alert(user, "onboard AI cannot fit in this card!")
return
if(!forced)
if(!open)
if(user && feedback)
@@ -129,41 +136,48 @@
* Simple proc that handles the safe removal of the pAI from a MOD control unit.
*
* Arguments:
* * feedback - Whether or not we want to give balloon alert feedback to the mod_pai. Defaults to FALSE.
* * feedback - Whether or not we want to give balloon alert feedback to the ai. Defaults to FALSE.
*/
/obj/item/mod/control/proc/remove_pai(feedback = FALSE)
if(!ispAI(ai))
return
var/mob/living/silicon/pai/pai = ai
var/turf/drop_off = get_turf(src)
if(drop_off) // In case there's no drop_off, the pAI will simply get deleted.
mod_pai.card.forceMove(drop_off)
pai.card.forceMove(drop_off)
for(var/datum/action/action as anything in actions)
if(action.owner == mod_pai)
action.Remove(mod_pai)
if(action.owner == pai)
action.Remove(pai)
if(feedback)
balloon_alert(mod_pai, "removed from a suit")
mod_pai.remote_control = null
mod_pai.canholo = TRUE
mod_pai = null
balloon_alert(pai, "removed from a suit")
pai.remote_control = null
pai.canholo = TRUE
pai = null
#define MOVE_DELAY 2
#define WEARER_DELAY 1
#define LONE_DELAY 5
#define CELL_PER_STEP (DEFAULT_CHARGE_DRAIN * 2.5)
#define AI_FALL_TIME (1 SECONDS)
/obj/item/mod/control/relaymove(mob/user, direction)
if((!active && wearer) || !cell || cell.charge < CELL_PER_STEP || user != ai || !COOLDOWN_FINISHED(src, cooldown_mod_move) || (wearer?.pulledby?.grab_state > GRAB_PASSIVE))
return FALSE
if(wearer && (wearer.pulledby?.grab_state || wearer.incapacitated() || wearer.stat))
return FALSE
var/timemodifier = MOVE_DELAY * (ISDIAGONALDIR(direction) ? SQRT_2 : 1) * (wearer ? WEARER_DELAY : LONE_DELAY)
COOLDOWN_START(src, cooldown_mod_move, movedelay * timemodifier + slowdown)
playsound(src, 'sound/mecha/mechmove01.ogg', 25, TRUE)
cell.charge = max(0, cell.charge - CELL_PER_STEP)
if(ismovable(wearer?.loc))
return wearer.loc.relaymove(wearer, direction)
if(wearer && !wearer.Process_Spacemove(direction))
return FALSE
else if(!wearer && (!has_gravity() || !isturf(loc)))
return FALSE
COOLDOWN_START(src, cooldown_mod_move, movedelay * timemodifier + slowdown)
cell.charge = max(0, cell.charge - CELL_PER_STEP)
playsound(src, 'sound/mecha/mechmove01.ogg', 25, TRUE)
if(ismovable(wearer?.loc))
return wearer.loc.relaymove(wearer, direction)
else if(wearer)
ADD_TRAIT(wearer, TRAIT_MOBILITY_NOREST, MOD_TRAIT)
addtimer(CALLBACK(src, .proc/ai_fall), AI_FALL_TIME, TIMER_UNIQUE | TIMER_OVERRIDE)
var/atom/movable/mover = wearer || src
return step(mover, direction)
@@ -171,8 +185,14 @@
#undef WEARER_DELAY
#undef LONE_DELAY
#undef CELL_PER_STEP
#undef AI_FALL_TIME
/obj/item/mod/control/proc/ai_fall()
if(!wearer)
return
REMOVE_TRAIT(wearer, TRAIT_MOBILITY_NOREST, MOD_TRAIT)
/obj/item/mod/control/ui_state(mob/user)
if(user == mod_pai)
if(user == ai)
return GLOB.contained_state
return ..()

View File

@@ -19,7 +19,16 @@
strip_delay = 10 SECONDS
slowdown = 2
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
actions_types = list(/datum/action/item_action/mod/deploy, /datum/action/item_action/mod/activate, /datum/action/item_action/mod/module, /datum/action/item_action/mod/panel)
actions_types = list(
/datum/action/item_action/mod/deploy,
/datum/action/item_action/mod/activate,
/datum/action/item_action/mod/module,
/datum/action/item_action/mod/panel,
/datum/action/item_action/mod/deploy/ai,
/datum/action/item_action/mod/activate/ai,
/datum/action/item_action/mod/module/ai,
/datum/action/item_action/mod/panel/ai,
)
resistance_flags = NONE
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -74,10 +83,8 @@
var/list/modules = list()
/// Currently used module.
var/obj/item/mod/module/selected_module
/// AI mob inhabiting the MOD.
var/mob/living/silicon/ai/ai
/// pAI mob inhabiting the MOD.
var/mob/living/silicon/pai/mod_pai
/// AI/pAI mob inhabiting the MOD.
var/mob/living/silicon/ai
/// Delay between moves as AI.
var/movedelay = 0
/// Cooldown for AI moves.
@@ -167,6 +174,7 @@
for(var/obj/item/mod/module/module as anything in modules)
module.mod = null
modules -= module
QDEL_NULL(ai)
QDEL_NULL(wires)
QDEL_NULL(cell)
return ..()
@@ -261,7 +269,8 @@
. = ..()
/obj/item/mod/control/screwdriver_act(mob/living/user, obj/item/screwdriver)
if(..())
. = ..()
if(.)
return TRUE
if(active || activating)
balloon_alert(user, "deactivate suit first!")
@@ -307,6 +316,12 @@
return FALSE
/obj/item/mod/control/attackby(obj/item/attacking_item, mob/living/user, params)
if(istype(attacking_item, /obj/item/paicard))
if(!open) //mod must be open
balloon_alert(user, "suit must be open to transfer!")
return FALSE
insert_pai(user, attacking_item)
return TRUE
if(istype(attacking_item, /obj/item/mod/module))
if(!open)
balloon_alert(user, "open the panel first!")

View File

@@ -4,7 +4,7 @@
ui = new(user, src, "MODsuit", name)
ui.open()
/obj/item/mod/control/ui_data()
/obj/item/mod/control/ui_data(mob/user)
var/data = list()
data["interface_break"] = interface_break
data["malfunctioning"] = malfunctioning
@@ -16,6 +16,8 @@
data["wearer_name"] = wearer ? (wearer.get_authentification_name("Unknown") || "Unknown") : "No Occupant"
data["wearer_job"] = wearer ? wearer.get_assignment("Unknown", "Unknown", FALSE) : "No Job"
data["AI"] = ai?.name
data["is_pAI"] = ai ? ispAI(ai) : FALSE
data["is_user_AI"] = ai ? user == ai : FALSE
data["cell"] = cell?.name
data["charge"] = cell ? round(cell.percent(), 1) : 0
data["modules"] = list()
@@ -54,7 +56,7 @@
. = ..()
if(.)
return
if(locked && !allowed(usr))
if((!allowed(usr) || !ispAI(usr)) && locked)
balloon_alert(usr, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
@@ -77,4 +79,8 @@
if(!module)
return
module.configure_edit(params["key"], params["value"])
if("remove_pai")
if(ishuman(usr)) // Only the MODsuit's wearer should be removing the pAI.
var/mob/user = usr
extract_pai(user)
return TRUE

View File

@@ -467,6 +467,8 @@ const ParametersSection = (props, context) => {
wearer_name,
wearer_job,
AI,
is_pAI,
is_user_AI,
} = data;
const status = malfunctioning
? 'Malfunctioning'
@@ -510,7 +512,21 @@ const ParametersSection = (props, context) => {
<LabeledList.Item label="Occupant">
{wearer_name}, {wearer_job}
</LabeledList.Item>
<LabeledList.Item label="Onboard AI">{AI || 'None'}</LabeledList.Item>
<LabeledList.Item
label="Onboard AI"
buttons={
AI && is_pAI && !is_user_AI ? (
<Button
icon="eject"
content="Eject pAI"
onClick={() => act('remove_pai')}
/>
) : (
<> </>
)
}>
{AI || 'None'}
</LabeledList.Item>
</LabeledList>
</Section>
);