/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/attackby(obj/item/P as obj, mob/user as mob, 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)) user << "You wrench the frame into place." anchored = 1 state = 1 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)) if(!src || !WT.remove_fuel(0, user)) return user << "You deconstruct the frame." new /obj/item/stack/sheet/plasteel( loc, 4) qdel(src) 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)) user << "You unfasten the frame." anchored = 0 state = 0 if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit) playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) user << "You place the circuit board inside the frame." icon_state = "1" circuit = P user.drop_item() P.loc = src 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" 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 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" 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)) 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 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)) 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 AI core!" return if(istype(P, /obj/item/weapon/aiModule/core/full)) //Allows any full core boards to be applied to AI cores. var/obj/item/weapon/aiModule/core/M = P laws.clear_inherent_laws() laws.clear_zeroth_law(0) for(var/templaw in M.laws) laws.add_inherent_law(templaw) usr << "Law module applied." if(istype(P, /obj/item/weapon/aiModule/reset/purge)) laws.clear_inherent_laws() laws.clear_zeroth_law(0) usr << "Laws cleared applied." if(istype(P, /obj/item/weapon/aiModule/supplied/freeform) || istype(P, /obj/item/weapon/aiModule/core/freeformcore)) var/obj/item/weapon/aiModule/supplied/freeform/M = P if(M.laws[1] == "") return laws.add_inherent_law(M.laws[1]) usr << "Added a freeform law." 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.brainmob.mind) user << "This MMI is mindless!" return ticker.mode.remove_cultist(M.brainmob.mind, 1) ticker.mode.remove_revolutionary(M.brainmob.mind, 1) ticker.mode.remove_gangster(M.brainmob.mind, 1) user.drop_item() M.loc = src brain = M usr << "Added a brain." icon_state = "3b" 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" 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." if(!laws.inherent.len) //If laws isn't set to null but nobody supplied a board, the AI would normally be created lawless. We don't want that. laws = null new /mob/living/silicon/ai (loc, laws, brain) feedback_inc("cyborg_ais_created",1) qdel(src) /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(var/obj/item/A as obj, var/mob/user as mob, params) if(istype(A, /obj/item/device/aicard))//Is it? A.transfer_ai("INACTIVE","AICARD",src,user) 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)) user << "You fasten the core into place." anchored = 1 if(1) if(do_after(user, 20)) user << "You unfasten the core." anchored = 0 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. */ //What operation to perform based on target, what ineraction to perform based on object used, target itself, user. The object used is src and calls this proc. /obj/item/proc/transfer_ai(var/choice as text, var/interaction as text, var/target, var/mob/U as mob) if(istype(src, /obj/item/device/aicard)) var/obj/item/device/aicard/icard = src if(icard.flush) U << "ERROR: AI flush is in progress, cannot execute transfer protocol." return switch(choice) if("AICORE")//AI mob. var/mob/living/silicon/ai/T = target if(!T.mind) U << "No intelligence patterns detected." //No more magical carding of empty cores, AI RETURN TO BODY!!!11 return switch(interaction) if("AICARD") var/obj/item/device/aicard/C = src if(C.contents.len)//If there is an AI on card. U << "Transfer failed: Existing AI found on this terminal. Remove existing AI to install a new one." else if (ticker.mode.name == "AI malfunction") var/datum/game_mode/malfunction/malf = ticker.mode for (var/datum/mind/malfai in malf.malf_ai) if (T.mind == malfai) U << "ERROR: Remote transfer interface disabled."//Do ho ho ho~ return new /obj/structure/AIcore/deactivated(T.loc)//Spawns a deactivated terminal at AI location. T.aiRestorePowerRoutine = 0//So the AI initially has power. T.control_disabled = 1//Can't control things remotely if you're stuck in a card! T.radio_enabled = 0 //No talking on the built-in radio for you either! T.loc = C//Throw AI into the card. C.name = "intelliCard - [T.name]" if (T.stat == 2) C.icon_state = "aicard-404" else C.icon_state = "aicard-full" T.cancel_camera() T << "You have been downloaded to a mobile storage device. Remote device connection severed." U << "Transfer successful: [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory." if("INACTIVE")//Inactive AI object. var/obj/structure/AIcore/deactivated/T = target switch(interaction) if("AICARD") var/obj/item/device/aicard/C = src var/mob/living/silicon/ai/A = locate() in C//I love locate(). Best proc ever. if(A)//If AI exists on the card. Else nothing since both are empty. A.control_disabled = 0 A.radio_enabled = 1 A.loc = T.loc//To replace the terminal. C.icon_state = "aicard" C.name = "intelliCard" C.overlays.Cut() A.cancel_camera() A << "You have been uploaded to a stationary terminal. Remote device connection restored." U << "Transfer successful: [A.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed." qdel(T) if("AIFIXER")//AI Fixer terminal. var/obj/machinery/computer/aifixer/T = target switch(interaction) if("AICARD") var/obj/item/device/aicard/C = src if(!T.contents.len) if (!C.contents.len) U << "No AI to copy over!"//Well duh else for(var/mob/living/silicon/ai/A in C) C.icon_state = "aicard" C.name = "intelliCard" C.overlays.Cut() A.loc = T T.occupier = A A.control_disabled = 1 A.radio_enabled = 0 if (A.stat == 2) T.overlays += image('icons/obj/computer.dmi', "ai-fixer-404") else T.overlays += image('icons/obj/computer.dmi', "ai-fixer-full") T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-empty") A.cancel_camera() A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here." U << "Transfer successful: [A.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed." else if(!C.contents.len && T.occupier && !T.active) C.name = "intelliCard - [T.occupier.name]" T.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty") if (T.occupier.stat == 2) C.icon_state = "aicard-404" T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-404") else C.icon_state = "aicard-full" T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-full") T.occupier << "You have been downloaded to a mobile storage device. Still no remote access." U << "Transfer successful: [T.occupier.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory." T.occupier.loc = C T.occupier.cancel_camera() T.occupier = null else if (C.contents.len) U << "ERROR: Artificial intelligence detected on terminal." else if (T.active) U << "ERROR: Reconstruction in progress." else if (!T.occupier) U << "ERROR: Unable to locate artificial intelligence."