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S.P.L.U.R.T-Station-13/code/modules/mod/mod_ai.dm
2023-05-01 00:16:20 -05:00

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/obj/item/mod/control/transfer_ai(interaction, mob/user, mob/living/silicon/ai/intAI, obj/item/aicard/card)
. = ..()
if(!.)
return
if(!open) //mod must be open
balloon_alert(user, "suit must be open to transfer!")
return
switch(interaction)
if(AI_TRANS_TO_CARD)
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!")
return
if(!ai)
return
intAI = ai
intAI.ai_restore_power()//So the AI initially has power.
intAI.control_disabled = TRUE
intAI.radio_enabled = FALSE
intAI.disconnect_shell()
intAI.forceMove(card)
card.AI = intAI
for(var/datum/action/action as anything in actions)
action.Remove(intAI)
intAI.controlled_equipment = null
intAI.remote_control = null
balloon_alert(intAI, "transferred to a card")
balloon_alert(user, "AI transferred to card")
ai = null
if(AI_TRANS_FROM_CARD) //Using an AI card to upload to the suit.
intAI = card.AI
if(!intAI)
balloon_alert(user, "no AI in card!")
return
if(ai)
balloon_alert(user, "already has AI!")
return
if(intAI.deployed_shell) //Recall AI if shelled so it can be checked for a client
intAI.disconnect_shell()
if(intAI.stat || !intAI.client)
balloon_alert(user, "AI unresponsive!")
return
balloon_alert(user, "transferring to suit...")
if(!do_after(user, 5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
if(ai)
return
balloon_alert(user, "AI transferred to suit")
ai_enter_mod(intAI)
card.AI = null
/obj/item/mod/control/proc/ai_enter_mod(mob/living/silicon/ai/new_ai)
new_ai.control_disabled = FALSE
new_ai.radio_enabled = TRUE
new_ai.ai_restore_power()
new_ai.cancel_camera()
new_ai.controlled_equipment = src
new_ai.remote_control = src
new_ai.forceMove(src)
ai = new_ai
balloon_alert(new_ai, "transferred to a suit")
for(var/datum/action/action as anything in actions)
action.Grant(ai)
/**
* Simple proc to insert the pAI into the MODsuit.
*
* user - The person trying to put the pAI into the MODsuit.
* card - The pAI card we're slotting in the MODsuit.
*/
/obj/item/mod/control/proc/insert_pai(mob/user, obj/item/paicard/card)
if(ai)
balloon_alert(user, "AI already installed!")
return
if(!card.pai || !card.pai.mind)
balloon_alert(user, "pAI unresponsive!")
return
balloon_alert(user, "transferring to suit...")
if(!do_after(user, 5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return FALSE
if(!user.transferItemToLoc(card, src))
return
card.pai.canholo = FALSE
ai = card.pai
balloon_alert(user, "pAI transferred to suit")
balloon_alert(ai, "transferred to a suit")
ai.remote_control = src
for(var/datum/action/action as anything in actions)
action.Grant(ai)
return TRUE
/**
* Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out,
* remove_pai() is there so atom_destruction() doesn't have any risk of sleeping.
*
* user - The person trying to take out the pAI from the MODsuit.
* forced - Whether or not we skip the checks and just eject the pAI. Defaults to FALSE.
* 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(!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)
balloon_alert(user, "open the suit panel!")
return FALSE
if(!do_after(user, 5 SECONDS, target = src))
if(user && feedback)
balloon_alert(user, "interrupted!")
return FALSE
remove_pai(feedback)
if(feedback && user)
balloon_alert(user, "pAI removed from the suit")
/**
* 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 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.
pai.card.forceMove(drop_off)
for(var/datum/action/action as anything in actions)
if(action.owner == pai)
action.Remove(pai)
if(feedback)
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
var/timemodifier = MOVE_DELAY * (ISDIAGONALDIR(direction) ? SQRT_2 : 1) * (wearer ? WEARER_DELAY : LONE_DELAY)
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)
#undef MOVE_DELAY
#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 == ai)
return GLOB.contained_state
return ..()