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S.P.L.U.R.T-Station-13/code/modules/mob/living/silicon/robot/robot.dm
2019-11-11 16:35:20 +13:00

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/mob/living/silicon/robot
name = "Cyborg"
real_name = "Cyborg"
icon = 'icons/mob/robots.dmi'
icon_state = "robot"
maxHealth = 100
health = 100
bubble_icon = "robot"
designation = "Default" //used for displaying the prefix & getting the current module of cyborg
has_limbs = 1
hud_type = /datum/hud/robot
var/custom_name = ""
var/braintype = "Cyborg"
var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
var/obj/item/mmi/mmi = null
var/shell = FALSE
var/deployed = FALSE
var/mob/living/silicon/ai/mainframe = null
var/datum/action/innate/undeployment/undeployment_action = new
//Hud stuff
var/obj/screen/inv1 = null
var/obj/screen/inv2 = null
var/obj/screen/inv3 = null
var/obj/screen/lamp_button = null
var/obj/screen/thruster_button = null
var/obj/screen/hands = null
var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
var/obj/screen/robot_modules_background
//3 Modules can be activated at any one time.
var/obj/item/robot_module/module = null
var/obj/item/module_active = null
held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
var/mutable_appearance/eye_lights
var/mob/living/silicon/ai/connected_ai = null
var/obj/item/stock_parts/cell/cell = null
var/opened = 0
var/emagged = FALSE
var/emag_cooldown = 0
var/wiresexposed = 0
var/ident = 0
var/locked = TRUE
var/list/req_access = list(ACCESS_ROBOTICS)
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/speed = 0 // VTEC speed boost.
var/magpulse = FALSE // Magboot-like effect.
var/ionpulse = FALSE // Jetpack-like effect.
var/ionpulse_on = FALSE // Jetpack-like effect.
var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect.
var/low_power_mode = 0 //whether the robot has no charge left.
var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/lockcharge //Boolean of whether the borg is locked down or not
var/toner = 0
var/tonermax = 40
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
light_color = "#FFCC66"
light_power = 0.8
var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
var/sight_mode = 0
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
var/list/upgrades = list()
var/hasExpanded = FALSE
var/obj/item/hat
var/hat_offset = -3
var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/head/centhat,
/obj/item/clothing/head/HoS,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/hopcap,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/sombrero,
/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
/obj/item/clothing/head/soft/, //All baseball caps
/obj/item/clothing/head/that, //top hat
/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
/obj/item/clothing/head/fedora,
/obj/item/clothing/head/beanie/, //All beanies
/obj/item/clothing/ears/headphones,
/obj/item/clothing/head/helmet/skull,
/obj/item/clothing/head/crown/fancy)
can_buckle = TRUE
buckle_lying = FALSE
var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
var/sitting = 0
var/bellyup = 0
var/dogborg = FALSE
/mob/living/silicon/robot/get_cell()
return cell
/mob/living/silicon/robot/Initialize(mapload)
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
wires = new /datum/wires/robot(src)
AddComponent(/datum/component/empprotection, EMP_PROTECT_WIRES)
robot_modules_background = new()
robot_modules_background.icon_state = "block"
robot_modules_background.layer = HUD_LAYER //Objects that appear on screen are on layer ABOVE_HUD_LAYER, UI should be just below it.
robot_modules_background.plane = HUD_PLANE
ident = rand(1, 999)
if(!cell)
cell = new /obj/item/stock_parts/cell/high(src)
if(lawupdate)
make_laws()
if(!TryConnectToAI())
lawupdate = FALSE
radio = new /obj/item/radio/borg(src)
if(!scrambledcodes && !builtInCamera)
builtInCamera = new (src)
builtInCamera.c_tag = real_name
builtInCamera.network = list("ss13")
builtInCamera.internal_light = FALSE
if(wires.is_cut(WIRE_CAMERA))
builtInCamera.status = 0
module = new /obj/item/robot_module(src)
module.rebuild_modules()
update_icons()
. = ..()
//If this body is meant to be a borg controlled by the AI player
if(shell)
make_shell()
//MMI stuff. Held togheter by magic. ~Miauw
else if(!mmi || !mmi.brainmob)
mmi = new (src)
mmi.brain = new /obj/item/organ/brain(mmi)
mmi.brain.name = "[real_name]'s brain"
mmi.icon_state = "mmi_full"
mmi.name = "Man-Machine Interface: [real_name]"
mmi.brainmob = new(mmi)
mmi.brainmob.name = src.real_name
mmi.brainmob.real_name = src.real_name
mmi.brainmob.container = mmi
updatename()
equippable_hats = typecacheof(equippable_hats)
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
aicamera = new/obj/item/camera/siliconcam/robot_camera(src)
toner = tonermax
diag_hud_set_borgcell()
verbs += /mob/living/proc/lay_down //CITADEL EDIT gimmie rest verb kthx
verbs += /mob/living/silicon/robot/proc/rest_style
//If there's an MMI in the robot, have it ejected when the mob goes away. --NEO
/mob/living/silicon/robot/Destroy()
var/atom/T = drop_location()//To hopefully prevent run time errors.
if(mmi && mind)//Safety for when a cyborg gets dust()ed. Or there is no MMI inside.
if(T)
mmi.forceMove(T)
if(mmi.brainmob)
if(mmi.brainmob.stat == DEAD)
mmi.brainmob.stat = CONSCIOUS
GLOB.dead_mob_list -= mmi.brainmob
GLOB.alive_mob_list += mmi.brainmob
mind.transfer_to(mmi.brainmob)
mmi.update_icon()
else
to_chat(src, "<span class='boldannounce'>Oops! Something went very wrong, your MMI was unable to receive your mind. You have been ghosted. Please make a bug report so we can fix this bug.</span>")
ghostize()
stack_trace("Borg MMI lacked a brainmob")
mmi = null
//CITADEL EDIT: Cyborgs drop encryption keys on destroy
if(istype(radio) && istype(radio.keyslot))
radio.keyslot.forceMove(T)
radio.keyslot = null
//END CITADEL EDIT
if(connected_ai)
connected_ai.connected_robots -= src
if(shell)
GLOB.available_ai_shells -= src
else
if(T && istype(radio) && istype(radio.keyslot))
radio.keyslot.forceMove(T)
radio.keyslot = null
qdel(wires)
qdel(module)
qdel(eye_lights)
wires = null
module = null
eye_lights = null
cell = null
return ..()
/mob/living/silicon/robot/proc/pick_module()
if(module.type != /obj/item/robot_module)
return
if(wires.is_cut(WIRE_RESET_MODULE))
to_chat(src,"<span class='userdanger'>ERROR: Module installer reply timeout. Please check internal connections.</span>")
return
if(!CONFIG_GET(flag/disable_secborg) && GLOB.security_level < CONFIG_GET(number/minimum_secborg_alert))
to_chat(src, "<span class='notice'>NOTICE: Due to local station regulations, the security cyborg module and its variants are only available during [num2seclevel(CONFIG_GET(number/minimum_secborg_alert))] alert and greater.</span>")
var/list/modulelist = list("Standard" = /obj/item/robot_module/standard, \
"Engineering" = /obj/item/robot_module/engineering, \
"Medical" = /obj/item/robot_module/medical, \
"Medihound" = /obj/item/robot_module/medihound, \
"Miner" = /obj/item/robot_module/miner, \
"Service" = /obj/item/robot_module/butler)
if(!CONFIG_GET(flag/disable_peaceborg))
modulelist["Peacekeeper"] = /obj/item/robot_module/peacekeeper
if(BORG_SEC_AVAILABLE)
modulelist["Security"] = /obj/item/robot_module/security
modulelist["Security K-9"] = /obj/item/robot_module/k9
var/input_module = input("Please, select a module!", "Robot", null, null) as null|anything in modulelist
if(!input_module || module.type != /obj/item/robot_module)
return
module.transform_to(modulelist[input_module])
/mob/living/silicon/robot/proc/updatename(client/C)
if(shell)
return
if(!C)
C = client
var/changed_name = ""
if(custom_name)
changed_name = custom_name
if(changed_name == "" && C && C.prefs.custom_names["cyborg"] != DEFAULT_CYBORG_NAME)
if(apply_pref_name("cyborg", C))
return //built in camera handled in proc
if(!changed_name)
changed_name = get_standard_name()
real_name = changed_name
name = real_name
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name //update the camera name too
/mob/living/silicon/robot/proc/get_standard_name()
return "[(designation ? "[designation] " : "")][mmi.braintype]-[ident]"
/mob/living/silicon/robot/verb/cmd_robot_alerts()
set category = "Robot Commands"
set name = "Show Alerts"
if(usr.stat == DEAD)
to_chat(src, "<span class='userdanger'>Alert: You are dead.</span>")
return //won't work if dead
robot_alerts()
/mob/living/silicon/robot/proc/robot_alerts()
var/dat = ""
for (var/cat in alarms)
dat += text("<B>[cat]</B><BR>\n")
var/list/L = alarms[cat]
if (L.len)
for (var/alarm in L)
var/list/alm = L[alarm]
var/area/A = alm[1]
dat += "<NOBR>"
dat += text("-- [A.name]")
dat += "</NOBR><BR>\n"
else
dat += "-- All Systems Nominal<BR>\n"
dat += "<BR>\n"
var/datum/browser/alerts = new(usr, "robotalerts", "Current Station Alerts", 400, 410)
alerts.set_content(dat)
alerts.open()
/mob/living/silicon/robot/proc/ionpulse()
if(!ionpulse_on)
return
if(cell.charge <= 10)
toggle_ionpulse()
return
cell.charge -= 10
return TRUE
/mob/living/silicon/robot/proc/toggle_ionpulse()
if(!ionpulse)
to_chat(src, "<span class='notice'>No thrusters are installed!</span>")
return
if(!ion_trail)
ion_trail = new
ion_trail.set_up(src)
ionpulse_on = !ionpulse_on
to_chat(src, "<span class='notice'>You [ionpulse_on ? null :"de"]activate your ion thrusters.</span>")
if(ionpulse_on)
ion_trail.start()
else
ion_trail.stop()
if(thruster_button)
thruster_button.icon_state = "ionpulse[ionpulse_on]"
/mob/living/silicon/robot/Stat()
..()
if(statpanel("Status"))
if(cell)
stat("Charge Left:", "[cell.charge]/[cell.maxcharge]")
else
stat(null, text("No Cell Inserted!"))
if(module)
for(var/datum/robot_energy_storage/st in module.storages)
stat("[st.name]:", "[st.energy]/[st.max_energy]")
if(connected_ai)
stat("Master AI:", connected_ai.name)
/mob/living/silicon/robot/restrained(ignore_grab)
. = 0
/mob/living/silicon/robot/triggerAlarm(class, area/A, O, obj/alarmsource)
if(alarmsource.z != z)
return
if(stat == DEAD)
return 1
var/list/L = alarms[class]
for (var/I in L)
if (I == A.name)
var/list/alarm = L[I]
var/list/sources = alarm[3]
if (!(alarmsource in sources))
sources += alarmsource
return 1
var/obj/machinery/camera/C = null
var/list/CL = null
if (O && istype(O, /list))
CL = O
if (CL.len == 1)
C = CL[1]
else if (O && istype(O, /obj/machinery/camera))
C = O
L[A.name] = list(A, (C) ? C : O, list(alarmsource))
queueAlarm(text("--- [class] alarm detected in [A.name]!"), class)
return 1
/mob/living/silicon/robot/cancelAlarm(class, area/A, obj/origin)
var/list/L = alarms[class]
var/cleared = 0
for (var/I in L)
if (I == A.name)
var/list/alarm = L[I]
var/list/srcs = alarm[3]
if (origin in srcs)
srcs -= origin
if (srcs.len == 0)
cleared = 1
L -= I
if (cleared)
queueAlarm("--- [class] alarm in [A.name] has been cleared.", class, 0)
return !cleared
/mob/living/silicon/robot/can_interact_with(atom/A)
if (low_power_mode)
return FALSE
var/turf/T0 = get_turf(src)
var/turf/T1 = get_turf(A)
if (!T0 || ! T1)
return FALSE
return ISINRANGE(T1.x, T0.x - interaction_range, T0.x + interaction_range) && ISINRANGE(T1.y, T0.y - interaction_range, T0.y + interaction_range)
/mob/living/silicon/robot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weldingtool) && (user.a_intent != INTENT_HARM || user == src))
user.changeNext_move(CLICK_CD_MELEE)
if (!getBruteLoss())
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
if (!W.tool_start_check(user, amount=0)) //The welder has 1u of fuel consumed by it's afterattack, so we don't need to worry about taking any away.
return
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!W.use_tool(src, user, 50))
return
adjustBruteLoss(-10)
else
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!do_after(user, 30, target = src))
return
adjustBruteLoss(-30)
updatehealth()
add_fingerprint(user)
visible_message("<span class='notice'>[user] has fixed some of the dents on [src].</span>")
return
else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/stack/cable_coil/coil = W
if (getFireLoss() > 0 || getToxLoss() > 0)
if(src == user && coil.use(1))
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!do_after(user, 50, target = src))
return
adjustFireLoss(-10)
adjustToxLoss(-10)
if (coil.use(1))
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!do_after(user, 30, target = src))
return
adjustFireLoss(-30)
adjustToxLoss(-30)
updatehealth()
user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
else
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
else
to_chat(user, "The wires seem fine, there's no need to fix them.")
else if(istype(W, /obj/item/crowbar)) // crowbar means open or close the cover
if(opened)
to_chat(user, "<span class='notice'>You close the cover.</span>")
opened = 0
update_icons()
else
if(locked)
to_chat(user, "<span class='warning'>The cover is locked and cannot be opened!</span>")
else
to_chat(user, "<span class='notice'>You open the cover.</span>")
opened = 1
update_icons()
else if(istype(W, /obj/item/stock_parts/cell) && opened) // trying to put a cell inside
if(wiresexposed)
to_chat(user, "<span class='warning'>Close the cover first!</span>")
else if(cell)
to_chat(user, "<span class='warning'>There is a power cell already installed!</span>")
else
if(!user.transferItemToLoc(W, src))
return
cell = W
to_chat(user, "<span class='notice'>You insert the power cell.</span>")
update_icons()
diag_hud_set_borgcell()
else if(is_wire_tool(W))
if (wiresexposed)
wires.interact(user)
else
to_chat(user, "<span class='warning'>You can't reach the wiring!</span>")
else if(istype(W, /obj/item/screwdriver) && opened && !cell) // haxing
wiresexposed = !wiresexposed
to_chat(user, "The wires have been [wiresexposed ? "exposed" : "unexposed"]")
update_icons()
else if(istype(W, /obj/item/screwdriver) && opened && cell) // radio
if(shell)
to_chat(user, "You cannot seem to open the radio compartment") //Prevent AI radio key theft
else if(radio)
radio.attackby(W,user)//Push it to the radio to let it handle everything
else
to_chat(user, "<span class='warning'>Unable to locate a radio!</span>")
update_icons()
else if(istype(W, /obj/item/wrench) && opened && !cell) //Deconstruction. The flashes break from the fall, to prevent this from being a ghetto reset module.
if(!lockcharge)
to_chat(user, "<span class='boldannounce'>[src]'s bolts spark! Maybe you should lock them down first!</span>")
spark_system.start()
return
else
to_chat(user, "<span class='notice'>You start to unfasten [src]'s securing bolts...</span>")
if(W.use_tool(src, user, 50, volume=50) && !cell)
user.visible_message("[user] deconstructs [src]!", "<span class='notice'>You unfasten the securing bolts, and [src] falls to pieces!</span>")
deconstruct()
else if(istype(W, /obj/item/aiModule))
var/obj/item/aiModule/MOD = W
if(!opened)
to_chat(user, "<span class='warning'>You need access to the robot's insides to do that!</span>")
return
if(wiresexposed)
to_chat(user, "<span class='warning'>You need to close the wire panel to do that!</span>")
return
if(!cell)
to_chat(user, "<span class='warning'>You need to install a power cell to do that!</span>")
return
if(shell) //AI shells always have the laws of the AI
to_chat(user, "<span class='warning'>[src] is controlled remotely! You cannot upload new laws this way!</span>")
return
if(emagged || (connected_ai && lawupdate)) //Can't be sure which, metagamers
emote("buzz-[user.name]")
return
if(!mind) //A player mind is required for law procs to run antag checks.
to_chat(user, "<span class='warning'>[src] is entirely unresponsive!</span>")
return
MOD.install(laws, user) //Proc includes a success mesage so we don't need another one
return
else if(istype(W, /obj/item/encryptionkey/) && opened)
if(radio)//sanityyyyyy
radio.attackby(W,user)//GTFO, you have your own procs
else
to_chat(user, "<span class='warning'>Unable to locate a radio!</span>")
else if (istype(W, /obj/item/card/id)||istype(W, /obj/item/pda)) // trying to unlock the interface with an ID card
if(emagged)//still allow them to open the cover
to_chat(user, "<span class='notice'>The interface seems slightly damaged.</span>")
if(opened)
to_chat(user, "<span class='warning'>You must close the cover to swipe an ID card!</span>")
else
if(allowed(usr))
locked = !locked
to_chat(user, "<span class='notice'>You [ locked ? "lock" : "unlock"] [src]'s cover.</span>")
update_icons()
else
to_chat(user, "<span class='danger'>Access denied.</span>")
else if(istype(W, /obj/item/borg/upgrade/))
var/obj/item/borg/upgrade/U = W
if(!opened)
to_chat(user, "<span class='warning'>You must access the borg's internals!</span>")
else if(!src.module && U.require_module)
to_chat(user, "<span class='warning'>The borg must choose a module before it can be upgraded!</span>")
else if(U.locked)
to_chat(user, "<span class='warning'>The upgrade is locked and cannot be used yet!</span>")
else
if(!user.temporarilyRemoveItemFromInventory(U))
return
if(U.action(src))
to_chat(user, "<span class='notice'>You apply the upgrade to [src].</span>")
if(U.one_use)
qdel(U)
else
U.forceMove(src)
upgrades += U
else
to_chat(user, "<span class='danger'>Upgrade error.</span>")
U.forceMove(drop_location())
else if(istype(W, /obj/item/toner))
if(toner >= tonermax)
to_chat(user, "<span class='warning'>The toner level of [src] is at its highest level possible!</span>")
else
if(!user.temporarilyRemoveItemFromInventory(W))
return
toner = tonermax
qdel(W)
to_chat(user, "<span class='notice'>You fill the toner level of [src] to its max capacity.</span>")
else if(istype(W, /obj/item/flashlight))
if(!opened)
to_chat(user, "<span class='warning'>You need to open the panel to repair the headlamp!</span>")
else if(lamp_cooldown <= world.time)
to_chat(user, "<span class='warning'>The headlamp is already functional!</span>")
else
if(!user.temporarilyRemoveItemFromInventory(W))
to_chat(user, "<span class='warning'>[W] seems to be stuck to your hand. You'll have to find a different light.</span>")
return
lamp_cooldown = 0
qdel(W)
to_chat(user, "<span class='notice'>You replace the headlamp bulbs.</span>")
else
return ..()
/mob/living/silicon/robot/crowbar_act(mob/living/user, obj/item/I) //TODO: make fucking everything up there in that attackby() proc use the proper tool_act() procs. But honestly, who has time for that? 'cause I know for sure that you, the person reading this, sure as hell doesn't.
var/validbreakout = FALSE
for(var/obj/item/dogborg/sleeper/S in held_items)
if(!LAZYLEN(S.contents))
continue
if(!validbreakout)
visible_message("<span class='notice'>[user] wedges [I] into the crevice separating [S] from [src]'s chassis, and begins to pry...</span>", "<span class='notice'>You wedge [I] into the crevice separating [S] from [src]'s chassis, and begin to pry...</span>")
validbreakout = TRUE
S.go_out()
if(validbreakout)
return TRUE
return ..()
/mob/living/silicon/robot/verb/unlock_own_cover()
set category = "Robot Commands"
set name = "Unlock Cover"
set desc = "Unlocks your own cover if it is locked. You can not lock it again. A human will have to lock it for you."
if(stat == DEAD)
return //won't work if dead
if(locked)
switch(alert("You cannot lock your cover again, are you sure?\n (You can still ask for a human to lock it)", "Unlock Own Cover", "Yes", "No"))
if("Yes")
locked = FALSE
update_icons()
to_chat(usr, "<span class='notice'>You unlock your cover.</span>")
/mob/living/silicon/robot/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(check_access(null))
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
//if they are holding or wearing a card that has access, that works
if(check_access(H.get_active_held_item()) || check_access(H.wear_id))
return 1
else if(ismonkey(M))
var/mob/living/carbon/monkey/george = M
//they can only hold things :(
if(isitem(george.get_active_held_item()))
return check_access(george.get_active_held_item())
return 0
/mob/living/silicon/robot/proc/check_access(obj/item/card/id/I)
if(!istype(req_access, /list)) //something's very wrong
return 1
var/list/L = req_access
if(!L.len) //no requirements
return 1
if(!istype(I, /obj/item/card/id) && isitem(I))
I = I.GetID()
if(!I || !I.access) //not ID or no access
return 0
for(var/req in req_access)
if(!(req in I.access)) //doesn't have this access
return 0
return 1
/mob/living/silicon/robot/regenerate_icons()
return update_icons()
/mob/living/silicon/robot/update_icons()
cut_overlays()
icon_state = module.cyborg_base_icon
//Citadel changes start here - Allows modules to use different icon files, and allows modules to specify a pixel offset
icon = (module.cyborg_icon_override ? module.cyborg_icon_override : initial(icon))
if(laser)
add_overlay("laser")//Is this even used??? - Yes borg/inventory.dm
if(disabler)
add_overlay("disabler")//ditto
if(sleeper_g && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_g[sleeper_nv ? "_nv" : ""]")
if(sleeper_r && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_r[sleeper_nv ? "_nv" : ""]")
if(stat == DEAD && module.has_snowflake_deadsprite)
icon_state = "[module.cyborg_base_icon]-wreck"
if(module.cyborg_pixel_offset)
pixel_x = module.cyborg_pixel_offset
//End of citadel changes
if(module.cyborg_base_icon == "robot")
icon = 'icons/mob/robots.dmi'
pixel_x = initial(pixel_x)
if(stat != DEAD && !(IsUnconscious() || IsStun() || IsKnockdown() || low_power_mode)) //Not dead, not stunned.
if(!eye_lights)
eye_lights = new()
if(lamp_intensity > 2)
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_l"
else
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_e[is_servant_of_ratvar(src) ? "_r" : ""]"
eye_lights.icon = icon
add_overlay(eye_lights)
if(opened)
if(wiresexposed)
add_overlay("ov-opencover +w")
else if(cell)
add_overlay("ov-opencover +c")
else
add_overlay("ov-opencover -c")
if(hat)
var/mutable_appearance/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi')
head_overlay.pixel_y += hat_offset
add_overlay(head_overlay)
update_fire()
if(client && stat != DEAD && module.dogborg == TRUE)
if(resting)
if(sitting)
icon_state = "[module.cyborg_base_icon]-sit"
if(bellyup)
icon_state = "[module.cyborg_base_icon]-bellyup"
else if(!sitting && !bellyup)
icon_state = "[module.cyborg_base_icon]-rest"
cut_overlays()
else
icon_state = "[module.cyborg_base_icon]"
/mob/living/silicon/robot/proc/self_destruct()
if(emagged)
if(mmi)
qdel(mmi)
explosion(src.loc,1,2,4,flame_range = 2)
else
explosion(src.loc,-1,0,2)
gib()
/mob/living/silicon/robot/proc/UnlinkSelf()
if(src.connected_ai)
connected_ai.connected_robots -= src
src.connected_ai = null
lawupdate = 0
lockcharge = 0
canmove = 1
scrambledcodes = 1
//Disconnect it's camera so it's not so easily tracked.
if(!QDELETED(builtInCamera))
QDEL_NULL(builtInCamera)
// I'm trying to get the Cyborg to not be listed in the camera list
// Instead of being listed as "deactivated". The downside is that I'm going
// to have to check if every camera is null or not before doing anything, to prevent runtime errors.
// I could change the network to null but I don't know what would happen, and it seems too hacky for me.
/mob/living/silicon/robot/mode()
set name = "Activate Held Object"
set category = "IC"
set src = usr
if(incapacitated())
return
var/obj/item/W = get_active_held_item()
if(W)
W.attack_self(src)
/mob/living/silicon/robot/proc/SetLockdown(state = 1)
// They stay locked down if their wire is cut.
if(wires.is_cut(WIRE_LOCKDOWN))
state = 1
if(state)
throw_alert("locked", /obj/screen/alert/locked)
else
clear_alert("locked")
lockcharge = state
update_canmove()
/mob/living/silicon/robot/proc/SetEmagged(new_state)
emagged = new_state
module.rebuild_modules()
update_icons()
if(emagged)
throw_alert("hacked", /obj/screen/alert/hacked)
else
clear_alert("hacked")
/mob/living/silicon/robot/verb/outputlaws()
set category = "Robot Commands"
set name = "State Laws"
if(usr.stat == DEAD)
return //won't work if dead
checklaws()
/mob/living/silicon/robot/verb/set_automatic_say_channel() //Borg version of setting the radio for autosay messages.
set name = "Set Auto Announce Mode"
set desc = "Modify the default radio setting for stating your laws."
set category = "Robot Commands"
if(usr.stat == DEAD)
return //won't work if dead
set_autosay()
/mob/living/silicon/robot/proc/control_headlamp()
if(stat || lamp_cooldown > world.time || low_power_mode)
to_chat(src, "<span class='danger'>This function is currently offline.</span>")
return
//Some sort of magical "modulo" thing which somehow increments lamp power by 2, until it hits the max and resets to 0.
lamp_intensity = (lamp_intensity+2) % (lamp_max+2)
to_chat(src, "[lamp_intensity ? "Headlamp power set to Level [lamp_intensity/2]" : "Headlamp disabled."]")
update_headlamp()
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0, var/cooldown = 100)
set_light(0)
if(lamp_intensity && (turn_off || stat || low_power_mode))
to_chat(src, "<span class='danger'>Your headlamp has been deactivated.</span>")
lamp_intensity = 0
lamp_cooldown = world.time + cooldown
else
set_light(lamp_intensity)
if(lamp_button)
lamp_button.icon_state = "lamp[lamp_intensity]"
update_icons()
/mob/living/silicon/robot/proc/deconstruct()
var/turf/T = get_turf(src)
if (robot_suit)
robot_suit.forceMove(T)
robot_suit.l_leg.forceMove(T)
robot_suit.l_leg = null
robot_suit.r_leg.forceMove(T)
robot_suit.r_leg = null
new /obj/item/stack/cable_coil(T, robot_suit.chest.wired)
robot_suit.chest.forceMove(T)
robot_suit.chest.wired = 0
robot_suit.chest = null
robot_suit.l_arm.forceMove(T)
robot_suit.l_arm = null
robot_suit.r_arm.forceMove(T)
robot_suit.r_arm = null
robot_suit.head.forceMove(T)
robot_suit.head.flash1.forceMove(T)
robot_suit.head.flash1.burn_out()
robot_suit.head.flash1 = null
robot_suit.head.flash2.forceMove(T)
robot_suit.head.flash2.burn_out()
robot_suit.head.flash2 = null
robot_suit.head = null
robot_suit.updateicon()
else
new /obj/item/robot_suit(T)
new /obj/item/bodypart/l_leg/robot(T)
new /obj/item/bodypart/r_leg/robot(T)
new /obj/item/stack/cable_coil(T, 1)
new /obj/item/bodypart/chest/robot(T)
new /obj/item/bodypart/l_arm/robot(T)
new /obj/item/bodypart/r_arm/robot(T)
new /obj/item/bodypart/head/robot(T)
var/b
for(b=0, b!=2, b++)
var/obj/item/assembly/flash/handheld/F = new /obj/item/assembly/flash/handheld(T)
F.burn_out()
if (cell) //Sanity check.
cell.forceMove(T)
cell = null
qdel(src)
/mob/living/silicon/robot/modules
var/set_module = null
/mob/living/silicon/robot/modules/Initialize()
. = ..()
module.transform_to(set_module)
/mob/living/silicon/robot/modules/standard
set_module = /obj/item/robot_module/standard
/mob/living/silicon/robot/modules/medical
set_module = /obj/item/robot_module/medical
/mob/living/silicon/robot/modules/engineering
set_module = /obj/item/robot_module/engineering
/mob/living/silicon/robot/modules/security
set_module = /obj/item/robot_module/security
/mob/living/silicon/robot/modules/clown
set_module = /obj/item/robot_module/clown
/mob/living/silicon/robot/modules/peacekeeper
set_module = /obj/item/robot_module/peacekeeper
/mob/living/silicon/robot/modules/miner
set_module = /obj/item/robot_module/miner
/mob/living/silicon/robot/modules/syndicate
icon_state = "synd_sec"
faction = list(ROLE_SYNDICATE)
bubble_icon = "syndibot"
req_access = list(ACCESS_SYNDICATE)
lawupdate = FALSE
scrambledcodes = TRUE // These are rogue borgs.
ionpulse = TRUE
var/playstyle_string = "<span class='big bold'>You are a Syndicate assault cyborg!</span><br>\
<b>You are armed with powerful offensive tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
set_module = /obj/item/robot_module/syndicate
/mob/living/silicon/robot/modules/syndicate/Initialize()
. = ..()
cell = new /obj/item/stock_parts/cell/hyper(src, 25000)
radio = new /obj/item/radio/borg/syndicate(src)
laws = new /datum/ai_laws/syndicate_override()
addtimer(CALLBACK(src, .proc/show_playstyle), 5)
/mob/living/silicon/robot/modules/syndicate/proc/show_playstyle()
if(playstyle_string)
to_chat(src, playstyle_string)
/mob/living/silicon/robot/modules/syndicate/ResetModule()
return
/mob/living/silicon/robot/modules/syndicate/medical
icon_state = "synd_medical"
playstyle_string = "<span class='big bold'>You are a Syndicate medical cyborg!</span><br>\
<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
Your defibrillator paddles can revive operatives through their hardsuits, or can be used on harm intent to shock enemies! \
Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
set_module = /obj/item/robot_module/syndicate_medical
/mob/living/silicon/robot/proc/notify_ai(notifytype, oldname, newname)
if(!connected_ai)
return
switch(notifytype)
if(NEW_BORG) //New Cyborg
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - New cyborg connection detected: <a href='?src=[REF(connected_ai)];track=[html_encode(name)]'>[name]</a></span><br>")
if(NEW_MODULE) //New Module
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - Cyborg module change detected: [name] has loaded the [designation] module.</span><br>")
if(RENAME) //New Name
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - Cyborg reclassification detected: [oldname] is now designated as [newname].</span><br>")
if(AI_SHELL) //New Shell
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - New cyborg shell detected: <a href='?src=[REF(connected_ai)];track=[html_encode(name)]'>[name]</a></span><br>")
if(DISCONNECT) //Tampering with the wires
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - Remote telemetry lost with [name].</span><br>")
/mob/living/silicon/robot/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(stat || lockcharge || low_power_mode)
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(be_close && !in_range(M, src))
to_chat(src, "<span class='warning'>You are too far away!</span>")
return FALSE
return TRUE
/mob/living/silicon/robot/updatehealth()
..()
if(health < maxHealth*0.5) //Gradual break down of modules as more damage is sustained
if(uneq_module(held_items[3]))
playsound(loc, 'sound/machines/warning-buzzer.ogg', 50, 1, 1)
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module 3 OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module 3 OFFLINE.</span>")
if(health < 0)
if(uneq_module(held_items[2]))
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module 2 OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module 2 OFFLINE.</span>")
playsound(loc, 'sound/machines/warning-buzzer.ogg', 60, 1, 1)
if(health < -maxHealth*0.5)
if(uneq_module(held_items[1]))
audible_message("<span class='warning'>[src] sounds an alarm! \"CRITICAL ERROR: All modules OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>CRITICAL ERROR: All modules OFFLINE.</span>")
playsound(loc, 'sound/machines/warning-buzzer.ogg', 75, 1, 1)
/mob/living/silicon/robot/update_sight()
if(!client)
return
if(stat == DEAD)
sight = (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = 8
see_invisible = SEE_INVISIBLE_OBSERVER
return
see_invisible = initial(see_invisible)
see_in_dark = initial(see_in_dark)
sight = initial(sight)
lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
if(client.eye != src)
var/atom/A = client.eye
if(A.update_remote_sight(src)) //returns 1 if we override all other sight updates.
return
if(sight_mode & BORGMESON)
sight |= SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
see_in_dark = 1
if(sight_mode & BORGMATERIAL)
sight |= SEE_OBJS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
see_in_dark = 1
if(sight_mode & BORGXRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_invisible = SEE_INVISIBLE_LIVING
see_in_dark = 8
if(sight_mode & BORGTHERM)
sight |= SEE_MOBS
see_invisible = min(see_invisible, SEE_INVISIBLE_LIVING)
see_in_dark = 8
if(see_override)
see_invisible = see_override
sync_lighting_plane_alpha()
/mob/living/silicon/robot/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= -maxHealth) //die only once
death()
return
if(IsUnconscious() || IsStun() || IsKnockdown() || getOxyLoss() > maxHealth*0.5)
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
blind_eyes(1)
update_canmove()
update_headlamp()
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
adjust_blindness(-1)
update_canmove()
update_headlamp()
diag_hud_set_status()
diag_hud_set_health()
diag_hud_set_aishell()
update_health_hud()
/mob/living/silicon/robot/revive(full_heal = 0, admin_revive = 0)
if(..()) //successfully ressuscitated from death
if(!QDELETED(builtInCamera) && !wires.is_cut(WIRE_CAMERA))
builtInCamera.toggle_cam(src,0)
update_headlamp()
if(admin_revive)
locked = TRUE
notify_ai(NEW_BORG)
. = 1
/mob/living/silicon/robot/fully_replace_character_name(oldname, newname)
..()
if(oldname != real_name)
notify_ai(RENAME, oldname, newname)
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name
custom_name = newname
/mob/living/silicon/robot/proc/ResetModule()
uneq_all()
shown_robot_modules = FALSE
if(hud_used)
hud_used.update_robot_modules_display()
if (hasExpanded)
resize = 0.5
hasExpanded = FALSE
update_transform()
module.transform_to(/obj/item/robot_module)
// Remove upgrades.
for(var/obj/item/borg/upgrade/I in upgrades)
I.deactivate(src)
I.forceMove(get_turf(src))
upgrades.Cut()
speed = 0
ionpulse = FALSE
revert_shell()
return 1
/mob/living/silicon/robot/proc/has_module()
if(!module || module.type == /obj/item/robot_module)
. = FALSE
else
. = TRUE
/mob/living/silicon/robot/proc/update_module_innate()
designation = module.name
if(hands)
hands.icon_state = module.moduleselect_icon
hands.icon = (module.moduleselect_alternate_icon ? module.moduleselect_alternate_icon : initial(hands.icon)) //CITADEL CHANGE - allows module select icons to use a different icon file
if(module.can_be_pushed)
status_flags |= CANPUSH
else
status_flags &= ~CANPUSH
if(module.clean_on_move)
AddComponent(/datum/component/cleaning)
else
qdel(GetComponent(/datum/component/cleaning))
hat_offset = module.hat_offset
magpulse = module.magpulsing
updatename()
/mob/living/silicon/robot/proc/place_on_head(obj/item/new_hat)
if(hat)
hat.forceMove(get_turf(src))
hat = new_hat
new_hat.forceMove(src)
update_icons()
/mob/living/silicon/robot/proc/make_shell(var/obj/item/borg/upgrade/ai/board)
if(!board)
upgrades |= new /obj/item/borg/upgrade/ai(src)
shell = TRUE
braintype = "AI Shell"
name = "[designation] AI Shell [rand(100,999)]"
real_name = name
GLOB.available_ai_shells |= src
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name //update the camera name too
diag_hud_set_aishell()
notify_ai(AI_SHELL)
/mob/living/silicon/robot/proc/revert_shell()
if(!shell)
return
undeploy()
for(var/obj/item/borg/upgrade/ai/boris in src)
//A player forced reset of a borg would drop the module before this is called, so this is for catching edge cases
qdel(boris)
shell = FALSE
GLOB.available_ai_shells -= src
name = "Unformatted Cyborg [rand(100,999)]"
real_name = name
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name
diag_hud_set_aishell()
/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
name = real_name
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name //update the camera name too
mainframe = AI
deployed = TRUE
connected_ai = mainframe
mainframe.connected_robots |= src
lawupdate = TRUE
lawsync()
if(radio && AI.radio) //AI keeps all channels, including Syndie if it is a Traitor
if(AI.radio.syndie)
radio.make_syndie()
radio.subspace_transmission = TRUE
radio.channels = AI.radio.channels
for(var/chan in radio.channels)
radio.secure_radio_connections[chan] = add_radio(radio, GLOB.radiochannels[chan])
diag_hud_set_aishell()
undeployment_action.Grant(src)
/datum/action/innate/undeployment
name = "Disconnect from shell"
desc = "Stop controlling your shell and resume normal core operations."
icon_icon = 'icons/mob/actions/actions_AI.dmi'
button_icon_state = "ai_core"
/datum/action/innate/undeployment/Trigger()
if(!..())
return FALSE
var/mob/living/silicon/robot/R = owner
R.undeploy()
return TRUE
/mob/living/silicon/robot/proc/undeploy()
if(!deployed || !mind || !mainframe)
return
mainframe.redeploy_action.Grant(mainframe)
mainframe.redeploy_action.last_used_shell = src
mind.transfer_to(mainframe)
deployed = FALSE
mainframe.deployed_shell = null
undeployment_action.Remove(src)
if(radio) //Return radio to normal
radio.recalculateChannels()
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name //update the camera name too
diag_hud_set_aishell()
mainframe.diag_hud_set_deployed()
if(mainframe.laws)
mainframe.laws.show_laws(mainframe) //Always remind the AI when switching
mainframe = null
/mob/living/silicon/robot/attack_ai(mob/user)
if(shell && (!connected_ai || connected_ai == user))
var/mob/living/silicon/ai/AI = user
AI.deploy_to_shell(src)
/mob/living/silicon/robot/shell
shell = TRUE
/mob/living/silicon/robot/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(!(M in buckled_mobs) && isliving(M))
buckle_mob(M)
/mob/living/silicon/robot/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
return
var/datum/component/riding/riding_datum = LoadComponent(/datum/component/riding/cyborg)
if(buckled_mobs)
if(buckled_mobs.len >= max_buckled_mobs)
return
if(M in buckled_mobs)
return
if(stat)
return
if(incapacitated())
return
if(module)
if(!module.allow_riding)
M.visible_message("<span class='boldwarning'>Unfortunately, [M] just can't seem to hold onto [src]!</span>")
return
if(iscarbon(M) && !M.incapacitated() && !riding_datum.equip_buckle_inhands(M, 1))
if(M.get_num_arms() <= 0)
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because [M.p_they()] don't have any usable arms!</span>")
else
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because [M.p_their()] hands are full!</span>")
return
. = ..(M, force, check_loc)
/mob/living/silicon/robot/unbuckle_mob(mob/user, force=FALSE)
if(iscarbon(user))
var/datum/component/riding/riding_datum = GetComponent(/datum/component/riding)
if(istype(riding_datum))
riding_datum.unequip_buckle_inhands(user)
riding_datum.restore_position(user)
. = ..(user)
/mob/living/silicon/robot/proc/TryConnectToAI()
connected_ai = select_active_ai_with_fewest_borgs()
if(connected_ai)
connected_ai.connected_robots += src
lawsync()
lawupdate = 1
return TRUE
picturesync()
return FALSE
/mob/living/silicon/robot/proc/picturesync()
if(connected_ai && connected_ai.aicamera && aicamera)
for(var/i in aicamera.stored)
connected_ai.aicamera.stored[i] = TRUE
for(var/i in connected_ai.aicamera.stored)
aicamera.stored[i] = TRUE
/mob/living/silicon/robot/lay_down()
..()
update_canmove()
/mob/living/silicon/robot/update_canmove()
..()
if(client && stat != DEAD && dogborg == FALSE)
if(resting)
cut_overlays()
icon_state = "[module.cyborg_base_icon]-rest"
else
icon_state = "[module.cyborg_base_icon]"
update_icons()
/mob/living/silicon/robot/proc/rest_style()
set name = "Switch Rest Style"
set category = "Robot Commands"
set desc = "Select your resting pose."
sitting = 0
bellyup = 0
var/choice = alert(src, "Select resting pose", "", "Resting", "Sitting", "Belly up")
switch(choice)
if("Resting")
update_icons()
return 0
if("Sitting")
sitting = 1
if("Belly up")
bellyup = 1
update_icons()
/mob/living/silicon/robot/adjustStaminaLossBuffered(amount, updating_stamina = 1)
if(istype(cell))
cell.charge -= amount*5