/obj/structure/AIcore
density = 1
anchored = 0
name = "\improper AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
var/state = 0
var/datum/ai_laws/laws = new()
var/obj/item/weapon/circuitboard/circuit = null
var/obj/item/device/mmi/brain = null
/obj/structure/AIcore/New()
..()
laws.set_laws_config()
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "You start wrenching the frame into place..."
if(do_after(user, 20/P.toolspeed, target = src))
user << "You wrench the frame into place."
anchored = 1
state = 1
return
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
if(!WT.isOn())
user << "The welder must be on for this task!"
return
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
user << "You start to deconstruct the frame..."
if(do_after(user, 20/P.toolspeed, target = src))
if(!src || !WT.remove_fuel(0, user)) return
user << "You deconstruct the frame."
new /obj/item/stack/sheet/plasteel( loc, 4)
qdel(src)
return
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "You start to unfasten the frame..."
if(do_after(user, 20/P.toolspeed, target = src))
user << "You unfasten the frame."
anchored = 0
state = 0
return
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
if(!user.drop_item())
return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "You place the circuit board inside the frame."
icon_state = "1"
circuit = P
P.loc = src
return
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You screw the circuit board into place."
state = 2
icon_state = "2"
return
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You remove the circuit board."
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
return
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You unfasten the circuit board."
state = 1
icon_state = "1"
return
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.get_amount() >= 5)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "You start to add cables to the frame..."
if(do_after(user, 20, target = src))
if (C.get_amount() >= 5 && state == 2)
C.use(5)
user << "You add cables to the frame."
state = 3
icon_state = "3"
else
user << "You need five lengths of cable to wire the AI core!"
return
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
user << "Get that brain out of there first!"
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "You remove the cables."
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
return
if(istype(P, /obj/item/stack/sheet/rglass))
var/obj/item/stack/sheet/rglass/G = P
if(G.get_amount() >= 2)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "You start to put in the glass panel..."
if(do_after(user, 20, target = src))
if (G.get_amount() >= 2 && state == 3)
G.use(2)
user << "You put in the glass panel."
state = 4
icon_state = "4"
else
user << "You need two sheets of reinforced glass to insert them into the AI core!"
return
if(istype(P, /obj/item/weapon/aiModule))
var/obj/item/weapon/aiModule/module = P
module.install(laws, user)
return
if(istype(P, /obj/item/device/mmi))
var/obj/item/device/mmi/M = P
if(!M.brainmob)
user << "Sticking an empty MMI into the frame would sort of defeat the purpose!"
return
if(M.brainmob.stat == DEAD)
user << "Sticking a dead brain into the frame would sort of defeat the purpose!"
return
if(!M.brainmob.client)
user << "Sticking an inactive brain into the frame would sort of defeat the purpose."
return
if((config) && (!config.allow_ai))
user << "This MMI does not seem to fit!"
return
if(jobban_isbanned(M.brainmob, "AI"))
user << "This MMI does not seem to fit!"
return
if(M.hacked || M.clockwork)
user << "This MMI does not seem to fit!"
return
if(!M.brainmob.mind)
user << "This MMI is mindless!"
return
if(!user.drop_item())
return
ticker.mode.remove_antag_for_borging(M.brainmob.mind)
M.loc = src
brain = M
user << "Added a brain."
icon_state = "3b"
return
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You remove the brain."
brain.loc = loc
brain = null
icon_state = "3"
return
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You remove the glass panel."
state = 3
if (brain)
icon_state = "3b"
else
icon_state = "3"
new /obj/item/stack/sheet/rglass(loc, 2)
return
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You connect the monitor."
new /mob/living/silicon/ai (loc, laws, brain)
feedback_inc("cyborg_ais_created",1)
qdel(src)
return
return ..()
/obj/structure/AIcore/deactivated
name = "inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
/obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params)
if(istype(A, /obj/item/device/aicard))//Is it?
A.transfer_ai("INACTIVE","AICARD",src,user)
else if(istype(A, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
"You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...")
switch(anchored)
if(0)
if(do_after(user, 20, target = src))
user << "You fasten the core into place."
anchored = 1
if(1)
if(do_after(user, 20, target = src))
user << "You unfasten the core."
anchored = 0
else
return ..()
/*
This is a good place for AI-related object verbs so I'm sticking it here.
If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
That prevents a few funky behaviors.
*/
//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
if(istype(card))
if(card.flush)
user << "ERROR: AI flush is in progress, cannot execute transfer protocol."
return 0
return 1
/obj/structure/AIcore/deactivated/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
if(!..())
return
//Transferring a carded AI to a core.
if(interaction == AI_TRANS_FROM_CARD)
AI.control_disabled = 0
AI.radio_enabled = 1
AI.forceMove(loc) // to replace the terminal.
AI << "You have been uploaded to a stationary terminal. Remote device connection restored."
user << "Transfer successful: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
card.AI = null
qdel(src)
else //If for some reason you use an empty card on an empty AI terminal.
user << "There is no AI loaded on this terminal!"
/obj/item/weapon/circuitboard/aicore
name = "circuit board (AI core)"
origin_tech = "programming=3"