mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
259 lines
9.1 KiB
Plaintext
259 lines
9.1 KiB
Plaintext
#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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/obj/structure/AIcore
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density = 1
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anchored = 0
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name = "\improper AI core"
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icon = 'icons/mob/AI.dmi'
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icon_state = "0"
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obj_integrity = 500
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max_integrity = 500
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var/state = 0
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var/datum/ai_laws/laws = new()
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var/obj/item/weapon/circuitboard/circuit = null
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var/obj/item/device/mmi/brain = null
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/obj/structure/AIcore/New()
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..()
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laws.set_laws_config()
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/obj/structure/AIcore/Destroy()
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if(circuit)
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qdel(circuit)
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circuit = null
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if(brain)
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brain.forceMove(loc)
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brain = null
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return ..()
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
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"<span class='notice'>You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...</span>")
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if(do_after(user, 20/P.toolspeed, target = src))
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user << "<span class='notice'>You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor.</span>"
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anchored = !anchored
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return
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if(!anchored)
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if(istype(P, /obj/item/weapon/weldingtool))
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if(state != EMPTY_CORE)
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user << "<span class='warning'>The core must be empty to deconstruct it!</span>"
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return
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var/obj/item/weapon/weldingtool/WT = P
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if(!WT.isOn())
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user << "<span class='warning'>The welder must be on for this task!</span>"
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return
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playsound(loc, 'sound/items/Welder.ogg', 50, 1)
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user << "<span class='notice'>You start to deconstruct the frame...</span>"
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if(do_after(user, 20/P.toolspeed, target = src) && state != EMPTY_CORE && src && WT && WT.remove_fuel(0, user))
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user << "<span class='notice'>You deconstruct the frame.</span>"
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new /obj/item/stack/sheet/plasteel( loc, 4)
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qdel(src)
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return
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else
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switch(state)
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if(EMPTY_CORE)
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if(istype(P, /obj/item/weapon/circuitboard/aicore))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You place the circuit board inside the frame.</span>"
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icon_state = "1"
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state = CIRCUIT_CORE
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circuit = P
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P.forceMove(src)
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return
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if(CIRCUIT_CORE)
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You screw the circuit board into place.</span>"
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state = SCREWED_CORE
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icon_state = "2"
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return
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the circuit board.</span>"
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state = EMPTY_CORE
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icon_state = "0"
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circuit.forceMove(loc)
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circuit = null
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return
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if(SCREWED_CORE)
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You unfasten the circuit board.</span>"
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state = CIRCUIT_CORE
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icon_state = "1"
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return
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if(istype(P, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = P
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if(C.get_amount() >= 5)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You start to add cables to the frame...</span>"
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if(do_after(user, 20, target = src) && C.get_amount() >= 5 && state == SCREWED_CORE)
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C.use(5)
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user << "<span class='notice'>You add cables to the frame.</span>"
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state = CABLED_CORE
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icon_state = "3"
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else
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user << "<span class='warning'>You need five lengths of cable to wire the AI core!</span>"
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return
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if(CABLED_CORE)
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if(istype(P, /obj/item/weapon/wirecutters))
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if (brain)
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user << "<span class='warning'>Get that brain out of there first!</span>"
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else
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
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user << "<span class='notice'>You remove the cables.</span>"
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state = SCREWED_CORE
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icon_state = "2"
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var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
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A.amount = 5
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return
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if(istype(P, /obj/item/stack/sheet/rglass))
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var/obj/item/stack/sheet/rglass/G = P
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if(G.get_amount() >= 2)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You start to put in the glass panel...</span>"
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if(do_after(user, 20, target = src) && G.get_amount() >= 2 && state == CABLED_CORE)
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G.use(2)
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user << "<span class='notice'>You put in the glass panel.</span>"
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state = GLASS_CORE
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icon_state = "4"
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else
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user << "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>"
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return
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if(istype(P, /obj/item/weapon/aiModule))
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var/obj/item/weapon/aiModule/module = P
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module.install(laws, user)
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return
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if(istype(P, /obj/item/device/mmi))
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var/obj/item/device/mmi/M = P
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if(!M.brainmob)
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user << "<span class='warning'>Sticking an empty MMI into the frame would sort of defeat the purpose!</span>"
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return
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if(M.brainmob.stat == DEAD)
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user << "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>"
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return
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if(!M.brainmob.client)
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user << "<span class='warning'>Sticking an inactive brain into the frame would sort of defeat the purpose.</span>"
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return
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if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
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user << "<span class='warning'>This MMI does not seem to fit!</span>"
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return
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if(!M.brainmob.mind)
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user << "<span class='warning'>This MMI is mindless!</span>"
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return
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if(!user.drop_item())
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return
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ticker.mode.remove_antag_for_borging(M.brainmob.mind)
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remove_servant_of_ratvar(M, TRUE)
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M.loc = src
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brain = M
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user << "<span class='notice'>Added a brain.</span>"
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icon_state = "3b"
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return
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if(istype(P, /obj/item/weapon/crowbar) && brain)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the brain.</span>"
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brain.forceMove(loc)
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brain = null
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icon_state = "3"
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return
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if(GLASS_CORE)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the glass panel.</span>"
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state = CABLED_CORE
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if(brain)
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icon_state = "3b"
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else
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icon_state = "3"
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new /obj/item/stack/sheet/rglass(loc, 2)
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return
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You connect the monitor.</span>"
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new /mob/living/silicon/ai (loc, laws, brain)
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feedback_inc("cyborg_ais_created",1)
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qdel(src)
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return
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return ..()
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/obj/structure/AIcore/deconstruct(disassembled = TRUE)
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if(state == GLASS_CORE)
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new /obj/item/stack/sheet/rglass(loc, 2)
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if(state >= CABLED_CORE)
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new /obj/item/stack/cable_coil(loc, 5)
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if(circuit)
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circuit.forceMove(loc)
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circuit = null
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new /obj/item/stack/sheet/plasteel(loc, 4)
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qdel(src)
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/obj/structure/AIcore/deactivated
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name = "inactive AI"
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icon = 'icons/mob/AI.dmi'
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icon_state = "ai-empty"
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anchored = 1
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state = GLASS_CORE
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/obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params)
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if(istype(A, /obj/item/device/aicard) && state == GLASS_CORE)
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A.transfer_ai("INACTIVE","AICARD",src,user)
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else
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return ..()
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/*
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This is a good place for AI-related object verbs so I'm sticking it here.
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If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
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That prevents a few funky behaviors.
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*/
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//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
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atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
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if(istype(card))
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if(card.flush)
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user << "<span class='boldannounce'>ERROR</span>: AI flush is in progress, cannot execute transfer protocol."
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return 0
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return 1
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/obj/structure/AIcore/deactivated/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
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if(!..())
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return
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//Transferring a carded AI to a core.
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if(interaction == AI_TRANS_FROM_CARD)
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AI.control_disabled = 0
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AI.radio_enabled = 1
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AI.forceMove(loc) // to replace the terminal.
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AI << "You have been uploaded to a stationary terminal. Remote device connection restored."
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user << "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
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card.AI = null
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qdel(src)
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else //If for some reason you use an empty card on an empty AI terminal.
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user << "There is no AI loaded on this terminal!"
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/obj/item/weapon/circuitboard/aicore
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name = "circuit board (AI core)"
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origin_tech = "programming=3"
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