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fulpstation/code/game/objects/structures/ai_core.dm
2015-06-15 16:34:56 +10:00

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/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 << "<span class='notice'>You start wrenching the frame into place...</span>"
if(do_after(user, 20))
user << "<span class='notice'>You wrench the frame into place.</span>"
anchored = 1
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
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))
if(!src || !WT.remove_fuel(0, user)) return
user << "<span class='notice'>You deconstruct the frame.</span>"
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 << "<span class='notice'>You start to unfasten the frame...</span>"
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the frame.</span>"
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
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 << "<span class='notice'>You screw the circuit board into place.</span>"
state = 2
icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
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 << "<span class='notice'>You unfasten the circuit board.</span>"
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 << "<span class='notice'>You start to add cables to the frame...</span>"
if(do_after(user, 20))
if (C.get_amount() >= 5 && state == 2)
C.use(5)
user << "<span class='notice'>You add cables to the frame.</span>"
state = 3
icon_state = "3"
else
user << "<span class='warning'>You need five lengths of cable to wire the AI core!</span>"
return
if(3)
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 = 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 << "<span class='notice'>You start to put in the glass panel...</span>"
if(do_after(user, 20))
if (G.get_amount() >= 2 && state == 3)
G.use(2)
user << "<span class='notice'>You put in the glass panel.</span>"
state = 4
icon_state = "4"
else
user << "<span class='warning'>You need two sheets of reinforced glass to insert them into AI core!</span>"
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 << "<span class='notice'>Law module applied.</span>"
if(istype(P, /obj/item/weapon/aiModule/reset/purge))
laws.clear_inherent_laws()
laws.clear_zeroth_law(0)
usr << "<span class='notice'>Laws cleared applied.</span>"
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 << "<span class='notice'>Added a freeform law.</span>"
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))
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
if(jobban_isbanned(M.brainmob, "AI"))
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
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 << "<span class='notice'>Added a brain.</span>"
icon_state = "3b"
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.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 << "<span class='notice'>You remove the glass panel.</span>"
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 << "<span class='notice'>You connect the monitor.</span>"
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].", \
"<span class='notice'>You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...</span>")
switch(anchored)
if(0)
if(do_after(user, 20))
user << "<span class='notice'>You fasten the core into place.</span>"
anchored = 1
if(1)
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the core.</span>"
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 << "<span class='boldannounce'>ERROR</span>: 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 << "<span class='warning'>No intelligence patterns detected.</span>" //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 << "<span class='boldannounce'>Transfer failed</span>: 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 << "<span class='boldannounce'>ERROR</span>: 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 << "<span class='boldnotice'>Transfer successful</span>: [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 << "<span class='boldnotice'>Transfer successful</span>: [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 << "<span class='boldnotice'>Transfer successful</span>: [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 << "<span class='boldnotice'>Transfer successful</span>: [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 << "<span class='boldannounce'>ERROR</span>: Artificial intelligence detected on terminal."
else if (T.active)
U << "<span class='boldannounce'>ERROR</span>: Reconstruction in progress."
else if (!T.occupier)
U << "<span class='boldannounce'>ERROR</span>: Unable to locate artificial intelligence."