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Merge pull request #6832 from PsiOmegaDelta/AIStatus
AI emotions and status displays
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@@ -324,6 +324,7 @@
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#include "code\game\machinery\Sleeper.dm"
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#include "code\game\machinery\spaceheater.dm"
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#include "code\game\machinery\status_display.dm"
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#include "code\game\machinery\status_display_ai.dm"
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#include "code\game\machinery\suit_storage_unit.dm"
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#include "code\game\machinery\supply_display.dm"
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#include "code\game\machinery\syndicatebeacon.dm"
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@@ -204,86 +204,6 @@
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if("time")
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mode = STATUS_DISPLAY_TIME
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/obj/machinery/ai_status_display
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icon = 'icons/obj/status_display.dmi'
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icon_state = "frame"
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name = "AI display"
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anchored = 1
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density = 0
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var/mode = 0 // 0 = Blank
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// 1 = AI emoticon
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// 2 = Blue screen of death
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var/picture_state // icon_state of ai picture
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var/emotion = "Neutral"
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/obj/machinery/ai_status_display/process()
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if(stat & NOPOWER)
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overlays.Cut()
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return
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update()
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/obj/machinery/ai_status_display/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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set_picture("ai_bsod")
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..(severity)
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/obj/machinery/ai_status_display/proc/update()
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if(mode==0) //Blank
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overlays.Cut()
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return
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if(mode==1) // AI emoticon
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switch(emotion)
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if("Very Happy")
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set_picture("ai_veryhappy")
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if("Happy")
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set_picture("ai_happy")
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if("Neutral")
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set_picture("ai_neutral")
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if("Unsure")
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set_picture("ai_unsure")
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if("Confused")
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set_picture("ai_confused")
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if("Sad")
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set_picture("ai_sad")
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if("Surprised")
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set_picture("ai_surprised")
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if("Upset")
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set_picture("ai_upset")
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if("Angry")
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set_picture("ai_angry")
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if("BSOD")
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set_picture("ai_bsod")
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if("Blank")
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set_picture("ai_off")
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if("Problems?")
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set_picture("ai_trollface")
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if("Awesome")
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set_picture("ai_awesome")
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if("Dorfy")
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set_picture("ai_urist")
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if("Facepalm")
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set_picture("ai_facepalm")
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if("Friend Computer")
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set_picture("ai_friend")
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return
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if(mode==2) // BSOD
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set_picture("ai_bsod")
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return
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/obj/machinery/ai_status_display/proc/set_picture(var/state)
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picture_state = state
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if(overlays.len)
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overlays.Cut()
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overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
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#undef CHARS_PER_LINE
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#undef FOND_SIZE
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@@ -0,0 +1,93 @@
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/datum/ai_emotion
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var/overlay
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var/ckey
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/datum/ai_emotion/New(var/over, var/key)
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overlay = over
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ckey = key
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var/list/ai_status_emotions = list(
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"Very Happy" = new /datum/ai_emotion("ai_veryhappy"),
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"Happy" = new /datum/ai_emotion("ai_happy"),
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"Neutral" = new /datum/ai_emotion("ai_neutral"),
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"Unsure" = new /datum/ai_emotion("ai_unsure"),
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"Confused" = new /datum/ai_emotion("ai_confused"),
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"Sad" = new /datum/ai_emotion("ai_sad"),
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"Surprised" = new /datum/ai_emotion("ai_surprised"),
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"Upset" = new /datum/ai_emotion("ai_upset"),
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"Angry" = new /datum/ai_emotion("ai_angry"),
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"BSOD" = new /datum/ai_emotion("ai_bsod"),
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"Blank" = new /datum/ai_emotion("ai_off"),
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"Problems?" = new /datum/ai_emotion("ai_trollface"),
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"Awesome" = new /datum/ai_emotion("ai_awesome"),
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"Dorfy" = new /datum/ai_emotion("ai_urist"),
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"Facepalm" = new /datum/ai_emotion("ai_facepalm"),
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"Friend Computer" = new /datum/ai_emotion("ai_friend"),
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"Tribunal" = new /datum/ai_emotion("ai_tribunal", "serithi"),
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"Tribunal Malfunctioning" = new /datum/ai_emotion("ai_tribunal_malf", "serithi")
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)
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/proc/get_ai_emotions(var/ckey)
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var/list/emotions = new
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for(var/emotion_name in ai_status_emotions)
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var/datum/ai_emotion/emotion = ai_status_emotions[emotion_name]
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if(!emotion.ckey || emotion.ckey == ckey)
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emotions += emotion_name
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return emotions
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/proc/set_ai_status_displays(mob/user as mob)
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var/list/ai_emotions = get_ai_emotions(user.ckey)
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var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
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for (var/obj/machinery/M in machines) //change status
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if(istype(M, /obj/machinery/ai_status_display))
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var/obj/machinery/ai_status_display/AISD = M
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AISD.emotion = emote
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//if Friend Computer, change ALL displays
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else if(istype(M, /obj/machinery/status_display))
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var/obj/machinery/status_display/SD = M
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if(emote=="Friend Computer")
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SD.friendc = 1
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else
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SD.friendc = 0
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/obj/machinery/ai_status_display
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icon = 'icons/obj/status_display.dmi'
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icon_state = "frame"
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name = "AI display"
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anchored = 1
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density = 0
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var/mode = 0 // 0 = Blank
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// 1 = AI emoticon
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// 2 = Blue screen of death
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var/picture_state // icon_state of ai picture
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var/emotion = "Neutral"
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/obj/machinery/ai_status_display/attack_ai/(mob/user as mob)
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var/list/ai_emotions = get_ai_emotions(user.ckey)
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var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
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src.emotion = emote
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/obj/machinery/ai_status_display/proc/update()
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if(mode==0) //Blank
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overlays.Cut()
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return
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if(mode==1) // AI emoticon
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var/datum/ai_emotion/ai_emotion = ai_status_emotions[emotion]
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set_picture(ai_emotion.overlay)
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return
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if(mode==2) // BSOD
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set_picture("ai_bsod")
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return
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/obj/machinery/ai_status_display/proc/set_picture(var/state)
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picture_state = state
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if(overlays.len)
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overlays.Cut()
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overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
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@@ -1,22 +0,0 @@
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/mob/living/silicon/ai/proc/ai_statuschange()
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set category = "AI Commands"
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set name = "AI status"
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if(usr.stat == 2)
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usr <<"You cannot change your emotional status because you are dead!"
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return
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var/list/ai_emotions = list("Very Happy", "Happy", "Neutral", "Unsure", "Confused", "Sad", "BSOD", "Blank", "Problems?", "Awesome", "Facepalm", "Friend Computer", "Beer mug", "Dwarf", "Fishtank", "Plump Helmet")
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if(src.ckey == "serithi")
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ai_emotions.Add("Tribunal","Tribunal Malfunctioning")
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var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
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for (var/obj/machinery/ai_status_display/AISD in world) //change status
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spawn( 0 )
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AISD.emotion = emote
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for (var/obj/machinery/status_display/SD in world) //if Friend Computer, change ALL displays
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if(emote=="Friend Computer")
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spawn(0)
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SD.friendc = 1
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else
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spawn(0)
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SD.friendc = 0
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return
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@@ -641,20 +641,7 @@ var/list/ai_verbs_default = list(
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if(check_unable(AI_CHECK_WIRELESS))
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return
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var/list/ai_emotions = list("Very Happy", "Happy", "Neutral", "Unsure", "Confused", "Surprised", "Sad", "Upset", "Angry", "Awesome", "BSOD", "Blank", "Problems?", "Facepalm", "Friend Computer")
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var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
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for (var/obj/machinery/M in machines) //change status
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if(istype(M, /obj/machinery/ai_status_display))
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var/obj/machinery/ai_status_display/AISD = M
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AISD.emotion = emote
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//if Friend Computer, change ALL displays
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else if(istype(M, /obj/machinery/status_display))
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var/obj/machinery/status_display/SD = M
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if(emote=="Friend Computer")
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SD.friendc = 1
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else
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SD.friendc = 0
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set_ai_status_displays(src)
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return
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//I am the icon meister. Bow fefore me. //>fefore
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