Files
vgstation13/code/game/machinery/bots/ed209bot.dm
sieve32@gmail.com e8851bddf9 More bugfixes!
-Fixes an issue with protolathes being able to be loaded forever
-Adds 3 pairs of Mesons to the EngiVend to compensate for all the missing engineering lockers
-Changed the spawn order for lasertag closets (So you can actually click the different items)
-Makes lasertag turrets and ED-209's much more efficient, prevents them from shooting at downed people, they don't target 'criminals', they cannot be used by the opposing team, most options are auto-magically set on creation and the buttons to change them are disabled (Everything but the on/off and the patrol for ED's, for now), and when emagged, they fire 'omnitag' bolts (Stuns everyone with a vest)
-Gave blue lasertag bolts their own sprite to match the style of the red tags
-Nerfed the amount of radiation from the radium and uranium reagents

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3866 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:00:02 +00:00

1039 lines
32 KiB
Plaintext

/obj/machinery/bot/ed209
name = "ED-209 Security Robot"
desc = "A security robot. He looks less than thrilled."
icon = 'aibots.dmi'
icon_state = "ed2090"
layer = 5.0
density = 1
anchored = 0
// weight = 1.0E7
req_access = list(access_security)
health = 100
maxhealth = 100
fire_dam_coeff = 0.7
brute_dam_coeff = 0.5
var/lastfired = 0
var/shot_delay = 3 //.3 seconds between shots
var/lasercolor = ""
var/disabled = 0//A holder for if it needs to be disabled, if true it will not seach for targets, shoot at targets, or move, currently only used for lasertag
//var/lasers = 0
var/locked = 1 //Behavior Controls lock
var/mob/living/carbon/target
var/oldtarget_name
var/threatlevel = 0
var/target_lastloc //Loc of target when arrested.
var/last_found //There's a delay
var/frustration = 0
//var/emagged = 0 //Emagged Secbots view everyone as a criminal
var/idcheck = 1 //If false, all station IDs are authorized for weapons.
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
var/projectile = null//Holder for projectile type, to avoid so many else if chains
var/mode = 0
#define SECBOT_IDLE 0 // idle
#define SECBOT_HUNT 1 // found target, hunting
#define SECBOT_PREP_ARREST 2 // at target, preparing to arrest
#define SECBOT_ARREST 3 // arresting target
#define SECBOT_START_PATROL 4 // start patrol
#define SECBOT_PATROL 5 // patrolling
#define SECBOT_SUMMON 6 // summoned by PDA
var/auto_patrol = 0 // set to make bot automatically patrol
var/obj/machinery/camera/cam //Camera for the AI to find them I guess
var/beacon_freq = 1445 // navigation beacon frequency
var/control_freq = 1447 // bot control frequency
var/turf/patrol_target // this is turf to navigate to (location of beacon)
var/new_destination // pending new destination (waiting for beacon response)
var/destination // destination description tag
var/next_destination // the next destination in the patrol route
var/list/path = new // list of path turfs
var/blockcount = 0 //number of times retried a blocked path
var/awaiting_beacon = 0 // count of pticks awaiting a beacon response
var/nearest_beacon // the nearest beacon's tag
var/turf/nearest_beacon_loc // the nearest beacon's location
/obj/item/weapon/ed209_assembly
name = "ED-209 assembly"
desc = "Some sort of bizarre assembly."
icon = 'aibots.dmi'
icon_state = "ed209_frame"
item_state = "ed209_frame"
var/build_step = 0
var/created_name = "ED-209 Security Robot" //To preserve the name if it's a unique securitron I guess
var/lasercolor = ""
/obj/machinery/bot/ed209/New()
..()
src.icon_state = "[lasercolor]ed209[src.on]"
spawn(3)
src.botcard = new /obj/item/weapon/card/id(src)
src.botcard.access = get_access("Detective")
src.cam = new /obj/machinery/camera(src)
src.cam.c_tag = src.name
src.cam.network = "SS13"
if(radio_controller)
radio_controller.add_object(src, control_freq, filter = RADIO_SECBOT)
radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
if(lasercolor)
shot_delay = 6//Longer shot delay because JESUS CHRIST
check_records = 0//Don't actively target people set to arrest
arrest_type = 1//Don't even try to cuff
req_access = list(access_maint_tunnels,access_clown,access_mime)
arrest_type = 1
if((lasercolor == "b") && (name == "ED-209 Security Robot"))//Picks a name if there isn't already a custome one
name = pick("BLUE BALLER","SANIC","BLUE KILLDEATH MURDERBOT")
if((lasercolor == "r") && (name == "ED-209 Security Robot"))
name = pick("RED RAMPAGE","RED ROVER","RED KILLDEATH MURDERBOT")
/obj/machinery/bot/ed209/turn_on()
. = ..()
src.icon_state = "[lasercolor]ed209[src.on]"
src.mode = SECBOT_IDLE
src.updateUsrDialog()
/obj/machinery/bot/ed209/turn_off()
..()
src.target = null
src.oldtarget_name = null
src.anchored = 0
src.mode = SECBOT_IDLE
walk_to(src,0)
src.icon_state = "[lasercolor]ed209[src.on]"
src.updateUsrDialog()
/obj/machinery/bot/ed209/attack_hand(mob/user as mob)
. = ..()
if (.)
return
var/dat
dat += text({"
<TT><B>Automatic Security Unit v2.5</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
if(!src.locked)
if(!lasercolor)
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Operating Mode: []<BR>
Auto Patrol: []"},
"<A href='?src=\ref[src];operation=idcheck'>[src.idcheck ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=ignorerec'>[src.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=switchmode'>[src.arrest_type ? "Detain" : "Arrest"]</A>",
"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
else
dat += text({"<BR>
Auto Patrol: []"},
"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
user << browse("<HEAD><TITLE>Securitron v2.5 controls</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
/obj/machinery/bot/ed209/Topic(href, href_list)
if (..())
return
usr.machine = src
src.add_fingerprint(usr)
if(lasercolor && (istype(usr,/mob/living/carbon/human)))
var/mob/living/carbon/human/H = usr
if((lasercolor == "b") && (istype(H.wear_suit, /obj/item/clothing/suit/redtag)))//Opposing team cannot operate it
return
else if((lasercolor == "r") && (istype(H.wear_suit, /obj/item/clothing/suit/bluetag)))
return
if ((href_list["power"]) && (src.allowed(usr)))
if (src.on)
turn_off()
else
turn_on()
return
switch(href_list["operation"])
if ("idcheck")
src.idcheck = !src.idcheck
src.updateUsrDialog()
if ("ignorerec")
src.check_records = !src.check_records
src.updateUsrDialog()
if ("switchmode")
src.arrest_type = !src.arrest_type
src.updateUsrDialog()
if("patrol")
auto_patrol = !auto_patrol
mode = SECBOT_IDLE
updateUsrDialog()
/obj/machinery/bot/ed209/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
..()
if (!istype(W, /obj/item/weapon/screwdriver) && (W.force) && (!src.target))
src.target = user
if(lasercolor)//To make up for the fact that lasertag bots don't hunt
src.shootAt(user)
src.mode = SECBOT_HUNT
/obj/machinery/bot/ed209/Emag(mob/user as mob)
..()
if(user) user << "\red You short out [src]'s target assessment circuits."
spawn(0)
for(var/mob/O in hearers(src, null))
O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
src.target = null
if(user) src.oldtarget_name = user.name
src.last_found = world.time
src.anchored = 0
src.emagged = 1
src.on = 1
src.icon_state = "[lasercolor]ed209[src.on]"
src.projectile = null
mode = SECBOT_IDLE
/obj/machinery/bot/ed209/process()
set background = 1
if (!src.on)
return
var/list/targets = list()
for (var/mob/living/carbon/C in view(12,src)) //Let's find us a target
var/threatlevel = 0
if ((C.stat) || (C.lying))
continue
if (istype(C, /mob/living/carbon/human))
threatlevel = src.assess_perp(C)
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
threatlevel = 4
//src.speak(C.real_name + text(": threat: []", threatlevel))
if (threatlevel < 4 )
continue
var/dst = get_dist(src, C)
if ( dst <= 1 || dst > 12)
continue
targets += C
if (targets.len>0)
var/mob/t = pick(targets)
if (istype(t, /mob/living))
if ((t.stat!=2) && (t.lying != 1))
//src.speak("selected target: " + t.real_name)
src.shootAt(t)
switch(mode)
if(SECBOT_IDLE) // idle
walk_to(src,0)
look_for_perp() // see if any criminals are in range
if(!mode && auto_patrol) // still idle, and set to patrol
mode = SECBOT_START_PATROL // switch to patrol mode
if(SECBOT_HUNT) // hunting for perp
if(src.lasercolor)//Lasertag bots do not tase or arrest anyone, just patrol and shoot and whatnot
mode = SECBOT_IDLE
return
// if can't reach perp for long enough, go idle
if (src.frustration >= 8)
// for(var/mob/O in hearers(src, null))
// O << "<span class='game say'><span class='name'>[src]</span> beeps, \"Backup requested! Suspect has evaded arrest.\""
src.target = null
src.last_found = world.time
src.frustration = 0
src.mode = 0
walk_to(src,0)
if (target) // make sure target exists
if (get_dist(src, src.target) <= 1) // if right next to perp
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
src.icon_state = "[lasercolor]ed209-c"
spawn(2)
src.icon_state = "[lasercolor]ed209[src.on]"
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if (istype(M, /mob/living/carbon/human))
if (M.stuttering < 10 && (!(HULK in M.mutations)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
else
M.Weaken(10)
M.stuttering = 10
M.Stun(10)
maxstuns--
if (maxstuns <= 0)
target = null
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src.target] has been stunned by [src]!</B>", 1, "\red You hear someone fall", 2)
mode = SECBOT_PREP_ARREST
src.anchored = 1
src.target_lastloc = M.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, src.target)
walk_to(src, src.target,1,4)
if ((get_dist(src, src.target)) >= (olddist))
src.frustration++
else
src.frustration = 0
if(SECBOT_PREP_ARREST) // preparing to arrest target
if(src.lasercolor)
mode = SECBOT_IDLE
return
if (!target)
mode = SECBOT_IDLE
src.anchored = 0
return
// see if he got away
if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc) && src.target:weakened < 2))
src.anchored = 0
mode = SECBOT_HUNT
return
if (!src.target.handcuffed && !src.arrest_type)
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
mode = SECBOT_ARREST
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] is trying to put handcuffs on [src.target]!</B>", 1)
spawn(60)
if (get_dist(src, src.target) <= 1)
if (src.target.handcuffed)
return
if(istype(src.target,/mob/living/carbon))
src.target.handcuffed = new /obj/item/weapon/handcuffs(src.target)
mode = SECBOT_IDLE
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
// playsound(src.loc, pick('bgod.ogg', 'biamthelaw.ogg', 'bsecureday.ogg', 'bradio.ogg', 'binsult.ogg', 'bcreep.ogg'), 50, 0)
// var/arrest_message = pick("Have a secure day!","I AM THE LAW.", "God made tomorrow for the crooks we don't catch today.","You can't outrun a radio.")
// src.speak(arrest_message)
if(SECBOT_ARREST) // arresting
if(src.lasercolor)
mode = SECBOT_IDLE
return
if (!target || src.target.handcuffed)
src.anchored = 0
mode = SECBOT_IDLE
return
if(SECBOT_START_PATROL) // start a patrol
if(path.len > 0 && patrol_target) // have a valid path, so just resume
mode = SECBOT_PATROL
return
else if(patrol_target) // has patrol target already
spawn(0)
calc_path() // so just find a route to it
if(path.len == 0)
patrol_target = 0
return
mode = SECBOT_PATROL
else // no patrol target, so need a new one
find_patrol_target()
speak("Engaging patrol mode.")
if(SECBOT_PATROL) // patrol mode
patrol_step()
spawn(5)
if(mode == SECBOT_PATROL)
patrol_step()
if(SECBOT_SUMMON) // summoned to PDA
patrol_step()
spawn(4)
if(mode == SECBOT_SUMMON)
patrol_step()
sleep(4)
patrol_step()
return
// perform a single patrol step
/obj/machinery/bot/ed209/proc/patrol_step()
if(loc == patrol_target) // reached target
at_patrol_target()
return
else if(path.len > 0 && patrol_target) // valid path
var/turf/next = path[1]
if(next == loc)
path -= next
return
if(istype( next, /turf/simulated))
var/moved = step_towards(src, next) // attempt to move
if(moved) // successful move
blockcount = 0
path -= loc
look_for_perp()
if(lasercolor)
sleep(20)
else // failed to move
blockcount++
if(blockcount > 5) // attempt 5 times before recomputing
// find new path excluding blocked turf
spawn(2)
calc_path(next)
if(path.len == 0)
find_patrol_target()
else
blockcount = 0
return
return
else // not a valid turf
mode = SECBOT_IDLE
return
else // no path, so calculate new one
mode = SECBOT_START_PATROL
// finds a new patrol target
/obj/machinery/bot/ed209/proc/find_patrol_target()
send_status()
if(awaiting_beacon) // awaiting beacon response
awaiting_beacon++
if(awaiting_beacon > 5) // wait 5 secs for beacon response
find_nearest_beacon() // then go to nearest instead
return
if(next_destination)
set_destination(next_destination)
else
find_nearest_beacon()
return
// finds the nearest beacon to self
// signals all beacons matching the patrol code
/obj/machinery/bot/ed209/proc/find_nearest_beacon()
nearest_beacon = null
new_destination = "__nearest__"
post_signal(beacon_freq, "findbeacon", "patrol")
awaiting_beacon = 1
spawn(10)
awaiting_beacon = 0
if(nearest_beacon)
set_destination(nearest_beacon)
else
auto_patrol = 0
mode = SECBOT_IDLE
speak("Disengaging patrol mode.")
send_status()
/obj/machinery/bot/ed209/proc/at_patrol_target()
find_patrol_target()
return
// sets the current destination
// signals all beacons matching the patrol code
// beacons will return a signal giving their locations
/obj/machinery/bot/ed209/proc/set_destination(var/new_dest)
new_destination = new_dest
post_signal(beacon_freq, "findbeacon", "patrol")
awaiting_beacon = 1
// receive a radio signal
// used for beacon reception
/obj/machinery/bot/ed209/receive_signal(datum/signal/signal)
if(!on)
return
/*
world << "rec signal: [signal.source]"
for(var/x in signal.data)
world << "* [x] = [signal.data[x]]"
*/
var/recv = signal.data["command"]
// process all-bot input
if(recv=="bot_status")
send_status()
// check to see if we are the commanded bot
if(signal.data["active"] == src)
// process control input
switch(recv)
if("stop")
mode = SECBOT_IDLE
auto_patrol = 0
return
if("go")
mode = SECBOT_IDLE
auto_patrol = 1
return
if("summon")
patrol_target = signal.data["target"]
next_destination = destination
destination = null
awaiting_beacon = 0
mode = SECBOT_SUMMON
calc_path()
speak("Responding.")
return
// receive response from beacon
recv = signal.data["beacon"]
var/valid = signal.data["patrol"]
if(!recv || !valid)
return
if(recv == new_destination) // if the recvd beacon location matches the set destination
// the we will navigate there
destination = new_destination
patrol_target = signal.source.loc
next_destination = signal.data["next_patrol"]
awaiting_beacon = 0
// if looking for nearest beacon
else if(new_destination == "__nearest__")
var/dist = get_dist(src,signal.source.loc)
if(nearest_beacon)
// note we ignore the beacon we are located at
if(dist>1 && dist<get_dist(src,nearest_beacon_loc))
nearest_beacon = recv
nearest_beacon_loc = signal.source.loc
return
else
return
else if(dist > 1)
nearest_beacon = recv
nearest_beacon_loc = signal.source.loc
return
// send a radio signal with a single data key/value pair
/obj/machinery/bot/ed209/proc/post_signal(var/freq, var/key, var/value)
post_signal_multiple(freq, list("[key]" = value) )
// send a radio signal with multiple data key/values
/obj/machinery/bot/ed209/proc/post_signal_multiple(var/freq, var/list/keyval)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
if(!frequency) return
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
//for(var/key in keyval)
// signal.data[key] = keyval[key]
//world << "sent [key],[keyval[key]] on [freq]"
signal.data = keyval
if (signal.data["findbeacon"])
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
else if (signal.data["type"] == "secbot")
frequency.post_signal(src, signal, filter = RADIO_SECBOT)
else
frequency.post_signal(src, signal)
// signals bot status etc. to controller
/obj/machinery/bot/ed209/proc/send_status()
var/list/kv = list(
"type" = "secbot",
"name" = name,
"loca" = loc.loc, // area
"mode" = mode,
)
post_signal_multiple(control_freq, kv)
// calculates a path to the current destination
// given an optional turf to avoid
/obj/machinery/bot/ed209/proc/calc_path(var/turf/avoid = null)
src.path = AStar(src.loc, patrol_target, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 120, id=botcard, exclude=avoid)
src.path = reverselist(src.path)
// look for a criminal in view of the bot
/obj/machinery/bot/ed209/proc/look_for_perp()
if(src.disabled)
return
src.anchored = 0
src.threatlevel = 0
for (var/mob/living/carbon/C in view(12,src)) //Let's find us a criminal
if ((C.stat) || (C.handcuffed))
continue
if((src.lasercolor) && (C.lying))
continue//Does not shoot at people lyind down when in lasertag mode, because it's just annoying, and they can fire once they get up.
if ((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
continue
if (istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C)
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
src.threatlevel = 4
if (!src.threatlevel)
continue
else if (src.threatlevel >= 4)
src.target = C
src.oldtarget_name = C.name
src.speak("Level [src.threatlevel] infraction alert!")
if(!src.lasercolor)
playsound(src.loc, pick('ed209_20sec.ogg', 'EDPlaceholder.ogg'), 50, 0)
src.visible_message("<b>[src]</b> points at [C.name]!")
mode = SECBOT_HUNT
spawn(0)
process() // ensure bot quickly responds to a perp
break
else
continue
//If the security records say to arrest them, arrest them
//Or if they have weapons and aren't security, arrest them.
/obj/machinery/bot/ed209/proc/assess_perp(mob/living/carbon/human/perp as mob)
var/threatcount = 0
if(src.emagged) return 10 //Everyone is a criminal!
if((src.idcheck) || (isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.l_hand, /obj/item/weapon/melee/baton))
if(!istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/bluetag) \
&& !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 4
if(istype(perp.r_hand, /obj/item/weapon/gun) || istype(perp.r_hand, /obj/item/weapon/melee))
if(!istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/bluetag) \
&& !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 4
if(istype(perp:belt, /obj/item/weapon/gun) || istype(perp:belt, /obj/item/weapon/melee))
if(!istype(perp:belt, /obj/item/weapon/gun/energy/laser/bluetag) \
&& !istype(perp:belt, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp:belt, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 2
if(istype(perp:wear_suit, /obj/item/clothing/suit/wizrobe))
threatcount += 2
if(perp.mutantrace && perp.mutantrace != "none")
threatcount += 2
//Agent cards lower threatlevel when normal idchecking is off.
if((istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)) && src.idcheck)
threatcount -= 2
if(src.lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
threatcount = 0//They will not, however shoot at people who have guns, because it gets really fucking annoying
if(istype(perp.wear_suit, /obj/item/clothing/suit/redtag))
threatcount += 4
if((istype(perp:r_hand,/obj/item/weapon/gun/energy/laser/redtag)) || (istype(perp:l_hand,/obj/item/weapon/gun/energy/laser/redtag)))
threatcount += 4
if(istype(perp:belt, /obj/item/weapon/gun/energy/laser/redtag))
threatcount += 2
if(src.lasercolor == "r")
threatcount = 0
if(istype(perp.wear_suit, /obj/item/clothing/suit/bluetag))
threatcount += 4
if((istype(perp:r_hand,/obj/item/weapon/gun/energy/laser/bluetag)) || (istype(perp:l_hand,/obj/item/weapon/gun/energy/laser/bluetag)))
threatcount += 4
if(istype(perp:belt, /obj/item/weapon/gun/energy/laser/bluetag))
threatcount += 2
if (src.check_records)
for (var/datum/data/record/E in data_core.general)
var/perpname = perp.name
if (perp:wear_id)
var/obj/item/weapon/card/id/id = perp:wear_id
if(istype(perp:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = perp:wear_id
id = pda.id
if (id)
perpname = id.registered_name
else
var/obj/item/device/pda/pda = perp:wear_id
perpname = pda.owner
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
threatcount = 4
break
if((src.idcheck) && (src.allowed(perp)) && !(src.lasercolor))
threatcount = 0//Corrupt cops cannot exist beep boop
return threatcount
/obj/machinery/bot/ed209/Bump(M as mob|obj) //Leave no door unopened!
spawn(0)
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
var/obj/machinery/door/D = M
if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
D.open()
src.frustration = 0
else if ((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
return
/obj/machinery/bot/ed209/Bumped(atom/movable/M as mob|obj)
spawn(0)
if (M)
var/turf/T = get_turf(src)
M:loc = T
/obj/machinery/bot/ed209/proc/speak(var/message)
for(var/mob/O in hearers(src, null))
O.show_message("<span class='game say'><span class='name'>[src]</span> beeps, \"[message]\"",2)
return
/obj/machinery/bot/ed209/explode()
walk_to(src,0)
src.visible_message("\red <B>[src] blows apart!</B>", 1)
var/turf/Tsec = get_turf(src)
var/obj/item/weapon/ed209_assembly/Sa = new /obj/item/weapon/ed209_assembly(Tsec)
Sa.build_step = 1
Sa.overlays += image('aibots.dmi', "hs_hole")
Sa.created_name = src.name
new /obj/item/device/assembly/prox_sensor(Tsec)
if(!lasercolor)
var/obj/item/weapon/gun/energy/taser/G = new /obj/item/weapon/gun/energy/taser(Tsec)
G.power_supply.charge = 0
else if(lasercolor == "b")
var/obj/item/weapon/gun/energy/laser/bluetag/G = new /obj/item/weapon/gun/energy/laser/bluetag(Tsec)
G.power_supply.charge = 0
else if(lasercolor == "r")
var/obj/item/weapon/gun/energy/laser/redtag/G = new /obj/item/weapon/gun/energy/laser/redtag(Tsec)
G.power_supply.charge = 0
if (prob(50))
new /obj/item/robot_parts/l_leg(Tsec)
if (prob(25))
new /obj/item/robot_parts/r_leg(Tsec)
if (prob(25))//50% chance for a helmet OR vest
if (prob(50))
new /obj/item/clothing/head/helmet(Tsec)
else
if(!lasercolor)
new /obj/item/clothing/suit/armor/vest(Tsec)
if(lasercolor == "b")
new /obj/item/clothing/suit/bluetag(Tsec)
if(lasercolor == "r")
new /obj/item/clothing/suit/redtag(Tsec)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(src.loc)
del(src)
/obj/machinery/bot/ed209/proc/shootAt(var/mob/target)
if(lastfired && world.time - lastfired < shot_delay)
return
lastfired = world.time
var/turf/T = loc
var/atom/U = (istype(target, /atom/movable) ? target.loc : target)
if ((!( U ) || !( T )))
return
while(!( istype(U, /turf) ))
U = U.loc
if (!( istype(T, /turf) ))
return
//if(lastfired && world.time - lastfired < 100)
// playsound(src.loc, 'ed209_shoot.ogg', 50, 0)
if(!projectile)
if(!lasercolor)
if (src.emagged)
projectile = /obj/item/projectile/beam
else
projectile = /obj/item/projectile/energy/electrode
else if(lasercolor == "b")
if (src.emagged)
projectile = /obj/item/projectile/omnitag
else
projectile = /obj/item/projectile/bluetag
else if(lasercolor == "r")
if (src.emagged)
projectile = /obj/item/projectile/omnitag
else
projectile = /obj/item/projectile/redtag
if (!( istype(U, /turf) ))
return
var/obj/item/projectile/A = new projectile (loc)
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 0 )
A.process()
return
return
/obj/machinery/bot/ed209/attack_alien(var/mob/living/carbon/alien/user as mob)
..()
if (!isalien(target))
src.target = user
src.mode = SECBOT_HUNT
/obj/machinery/bot/ed209/emp_act(severity)
if (cam)
cam.emp_act(severity)
if(severity==2 && prob(70))
..(severity-1)
else
var/obj/effect/overlay/pulse2 = new/obj/effect/overlay ( src.loc )
pulse2.icon = 'effects.dmi'
pulse2.icon_state = "empdisable"
pulse2.name = "emp sparks"
pulse2.anchored = 1
pulse2.dir = pick(cardinal)
spawn(10)
del(pulse2)
var/list/mob/living/carbon/targets = new
for (var/mob/living/carbon/C in view(12,src))
if (C.stat==2)
continue
targets += C
if(targets.len)
if(prob(50))
var/mob/toshoot = pick(targets)
if (toshoot)
targets-=toshoot
if (prob(50) && !emagged)
emagged = 1
shootAt(toshoot)
emagged = 0
else
shootAt(toshoot)
else if(prob(50))
if(targets.len)
var/mob/toarrest = pick(targets)
if (toarrest)
src.target = toarrest
src.mode = SECBOT_HUNT
/obj/item/weapon/ed209_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(((istype(W, /obj/item/robot_parts/l_leg)) || (istype(W, /obj/item/robot_parts/r_leg))) && (src.build_step == 0 || src.build_step == 1))
src.build_step++
user << "You add the robot leg to [src]!"
src.name = "legs/frame assembly"
if (src.build_step == 1)
src.item_state = "ed209_leg"
src.icon_state = "ed209_leg"
if (src.build_step == 2)
src.item_state = "ed209_legs"
src.icon_state = "ed209_legs"
del(W)
else if(istype(W, /obj/item/clothing/suit/armor/vest) && (src.build_step == 2))
src.build_step++
user << "You add the armor to [src]!"
src.name = "vest/legs/frame assembly"
src.item_state = "ed209_shell"
src.icon_state = "ed209_shell"
del(W)
else if(istype(W, /obj/item/clothing/suit/bluetag) && (src.build_step == 2))
src.build_step++
user << "You add the armor to [src]!"
src.name = "vest/legs/frame assembly"
lasercolor = "b"
src.item_state = "[lasercolor]ed209_shell"
src.icon_state = "[lasercolor]ed209_shell"
del(W)
else if(istype(W, /obj/item/clothing/suit/redtag) && (src.build_step == 2))
src.build_step++
user << "You add the armor to [src]!"
src.name = "vest/legs/frame assembly"
lasercolor = "r"
src.item_state = "[lasercolor]ed209_shell"
src.icon_state = "[lasercolor]ed209_shell"
del(W)
else if(istype(W, /obj/item/weapon/weldingtool) && src.build_step == 3)
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
src.build_step++
src.name = "shielded frame assembly"
user << "You welded the vest to [src]!"
else if(istype(W, /obj/item/clothing/head/helmet) && (src.build_step == 4))
src.build_step++
user << "You add the helmet to [src]!"
src.name = "covered and shielded frame assembly"
src.item_state = "[lasercolor]ed209_hat"
src.icon_state = "[lasercolor]ed209_hat"
del(W)
else if(isprox(W) && (src.build_step == 5))
src.build_step++
user << "You add the prox sensor to [src]!"
src.name = "prox/covered and armed the frame assembly"
src.item_state = "[lasercolor]ed209_prox"
src.icon_state = "[lasercolor]ed209_prox"
del(W)
else if(istype(W, /obj/item/weapon/cable_coil) && (src.build_step == 6) )
var/obj/item/weapon/cable_coil/coil = W
var/turf/T = get_turf(user)
user.visible_message("[user] wires killbot.", "You start to wire the killbot.")
sleep(40)
if(get_turf(user) == T)
coil.use(1)
src.build_step++
user << "\blue You wire the ED-209 assembly!"
src.name = "Wired ED-209 Assembly"
else if(istype(W, /obj/item/weapon/gun/energy/taser) && (src.build_step == 7) && (!lasercolor))
src.build_step++
user << "You add the taser gun to [src]!"
src.name = "Taser/Wired ED-209 Assembly"
src.item_state = "[lasercolor]ed209_taser"
src.icon_state = "[lasercolor]ed209_taser"
del(W)
else if(istype(W, /obj/item/weapon/gun/energy/laser/bluetag) && (src.build_step == 7) && (lasercolor == "b"))
src.build_step++
user << "You add the lasertag gun to [src]!"
src.name = "Bluetag ED-209 Assembly"
src.item_state = "[lasercolor]ed209_taser"
src.icon_state = "[lasercolor]ed209_taser"
del(W)
else if(istype(W, /obj/item/weapon/gun/energy/laser/redtag) && (src.build_step == 7) && (lasercolor == "r"))
src.build_step++
user << "You add the lasertag gun to [src]!"
src.name = "Redtag ED-209 Assembly"
src.item_state = "[lasercolor]ed209_taser"
src.icon_state = "[lasercolor]ed209_taser"
del(W)
else if(istype(W, /obj/item/weapon/screwdriver) && (src.build_step == 8) )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
user << "\blue Now attaching the gun to the frame."
sleep(40)
if(get_turf(user) == T)
src.build_step++
src.name = "Armed ED-209 Assembly"
user << "\blue Taser gun attached!"
else if((istype(W, /obj/item/weapon/cell)) && (src.build_step >= 9))
src.build_step++
user << "You complete the ED-209!"
var/obj/machinery/bot/ed209/S = new /obj/machinery/bot/ed209
S.loc = get_turf(src)
S.name = src.created_name
S.lasercolor = src.lasercolor
S.New()
del(W)
del(src)
else if(istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
/obj/machinery/bot/ed209/bullet_act(var/obj/item/projectile/Proj)
if((src.lasercolor == "b") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/redtag))
src.disabled = 1
del (Proj)
sleep(100)
src.disabled = 0
else
..()
else if((src.lasercolor == "r") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/bluetag))
src.disabled = 1
del (Proj)
sleep(100)
src.disabled = 0
else
..()
else
..()
/obj/machinery/bot/ed209/bluetag/New()//If desired, you spawn red and bluetag bots easily
var/obj/machinery/bot/ed209/S = new /obj/machinery/bot/ed209
S.loc = get_turf(src)
S.lasercolor = "b"
S.New()
del(src)
/obj/machinery/bot/ed209/redtag/New()
var/obj/machinery/bot/ed209/S = new /obj/machinery/bot/ed209
S.loc = get_turf(src)
S.lasercolor = "r"
S.New()
del(src)