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Yogstation/code/game/objects/structures/ai_core.dm
2016-10-09 18:42:05 -04:00

259 lines
9.1 KiB
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#define EMPTY_CORE 0
#define CIRCUIT_CORE 1
#define SCREWED_CORE 2
#define CABLED_CORE 3
#define GLASS_CORE 4
/obj/structure/AIcore
density = 1
anchored = 0
name = "\improper AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
obj_integrity = 500
max_integrity = 500
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/Destroy()
if(circuit)
qdel(circuit)
circuit = null
if(brain)
brain.forceMove(loc)
brain = null
return ..()
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
"<span class='notice'>You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...</span>")
if(do_after(user, 20/P.toolspeed, target = src))
user << "<span class='notice'>You [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor.</span>"
anchored = !anchored
return
if(!anchored)
if(istype(P, /obj/item/weapon/weldingtool))
if(state != EMPTY_CORE)
user << "<span class='warning'>The core must be empty to deconstruct it!</span>"
return
var/obj/item/weapon/weldingtool/WT = P
if(!WT.isOn())
user << "<span class='warning'>The welder must be on for this task!</span>"
return
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
user << "<span class='notice'>You start to deconstruct the frame...</span>"
if(do_after(user, 20/P.toolspeed, target = src) && state != EMPTY_CORE && src && WT && WT.remove_fuel(0, user))
user << "<span class='notice'>You deconstruct the frame.</span>"
new /obj/item/stack/sheet/plasteel( loc, 4)
qdel(src)
return
else
switch(state)
if(EMPTY_CORE)
if(istype(P, /obj/item/weapon/circuitboard/aicore))
if(!user.drop_item())
return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
icon_state = "1"
state = CIRCUIT_CORE
circuit = P
P.forceMove(src)
return
if(CIRCUIT_CORE)
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
state = SCREWED_CORE
icon_state = "2"
return
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
state = EMPTY_CORE
icon_state = "0"
circuit.forceMove(loc)
circuit = null
return
if(SCREWED_CORE)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
state = CIRCUIT_CORE
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 << "<span class='notice'>You start to add cables to the frame...</span>"
if(do_after(user, 20, target = src) && C.get_amount() >= 5 && state == SCREWED_CORE)
C.use(5)
user << "<span class='notice'>You add cables to the frame.</span>"
state = CABLED_CORE
icon_state = "3"
else
user << "<span class='warning'>You need five lengths of cable to wire the AI core!</span>"
return
if(CABLED_CORE)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
user << "<span class='warning'>Get that brain out of there first!</span>"
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = SCREWED_CORE
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 << "<span class='notice'>You start to put in the glass panel...</span>"
if(do_after(user, 20, target = src) && G.get_amount() >= 2 && state == CABLED_CORE)
G.use(2)
user << "<span class='notice'>You put in the glass panel.</span>"
state = GLASS_CORE
icon_state = "4"
else
user << "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>"
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 << "<span class='warning'>Sticking an empty MMI into the frame would sort of defeat the purpose!</span>"
return
if(M.brainmob.stat == DEAD)
user << "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>"
return
if(!M.brainmob.client)
user << "<span class='warning'>Sticking an inactive brain into the frame would sort of defeat the purpose.</span>"
return
if((config) && (!config.allow_ai) || jobban_isbanned(M.brainmob, "AI") || M.hacked || M.clockwork)
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
if(!M.brainmob.mind)
user << "<span class='warning'>This MMI is mindless!</span>"
return
if(!user.drop_item())
return
ticker.mode.remove_antag_for_borging(M.brainmob.mind)
remove_servant_of_ratvar(M, TRUE)
M.loc = src
brain = M
user << "<span class='notice'>Added a brain.</span>"
icon_state = "3b"
return
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the brain.</span>"
brain.forceMove(loc)
brain = null
icon_state = "3"
return
if(GLASS_CORE)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
state = CABLED_CORE
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 << "<span class='notice'>You connect the monitor.</span>"
new /mob/living/silicon/ai (loc, laws, brain)
feedback_inc("cyborg_ais_created",1)
qdel(src)
return
return ..()
/obj/structure/AIcore/deconstruct(disassembled = TRUE)
if(state == GLASS_CORE)
new /obj/item/stack/sheet/rglass(loc, 2)
if(state >= CABLED_CORE)
new /obj/item/stack/cable_coil(loc, 5)
if(circuit)
circuit.forceMove(loc)
circuit = null
new /obj/item/stack/sheet/plasteel(loc, 4)
qdel(src)
/obj/structure/AIcore/deactivated
name = "inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
state = GLASS_CORE
/obj/structure/AIcore/deactivated/attackby(obj/item/A, mob/user, params)
if(istype(A, /obj/item/device/aicard) && state == GLASS_CORE)
A.transfer_ai("INACTIVE","AICARD",src,user)
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 << "<span class='boldannounce'>ERROR</span>: 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 << "<span class='boldnotice'>Transfer successful</span>: [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"