initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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//Defines for bots are now found in code\__DEFINES\bots.dm
// AI (i.e. game AI, not the AI player) controlled bots
/mob/living/simple_animal/bot
icon = 'icons/obj/aibots.dmi'
layer = MOB_LAYER
luminosity = 3
stop_automated_movement = 1
wander = 0
healable = 0
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
has_unlimited_silicon_privilege = 1
sentience_type = SENTIENCE_ARTIFICIAL
status_flags = NONE //no default canpush
verb_say = "states"
verb_ask = "queries"
verb_exclaim = "declares"
verb_yell = "alarms"
bubble_icon = "machine"
faction = list("neutral", "silicon")
var/obj/machinery/bot_core/bot_core = null
var/bot_core_type = /obj/machinery/bot_core
var/list/users = list() //for dialog updates
var/window_id = "bot_control"
var/window_name = "Protobot 1.0" //Popup title
var/window_width = 0 //0 for default size
var/window_height = 0
var/obj/item/device/paicard/paicard // Inserted pai card.
var/allow_pai = 1 // Are we even allowed to insert a pai card.
var/bot_name
var/list/player_access = list() //Additonal access the bots gets when player controlled
var/emagged = 0
var/list/prev_access = list()
var/on = 1
var/open = 0//Maint panel
var/locked = 1
var/hacked = 0 //Used to differentiate between being hacked by silicons and emagged by humans.
var/text_hack = "" //Custom text returned to a silicon upon hacking a bot.
var/text_dehack = "" //Text shown when resetting a bots hacked status to normal.
var/text_dehack_fail = "" //Shown when a silicon tries to reset a bot emagged with the emag item, which cannot be reset.
var/declare_message = "" //What the bot will display to the HUD user.
var/frustration = 0 //Used by some bots for tracking failures to reach their target.
var/base_speed = 2 //The speed at which the bot moves, or the number of times it moves per process() tick.
var/turf/ai_waypoint //The end point of a bot's path, or the target location.
var/list/path = list() //List of turfs through which a bot 'steps' to reach the waypoint.
var/pathset = 0
var/list/ignore_list = list() //List of unreachable targets for an ignore-list enabled bot to ignore.
var/mode = BOT_IDLE //Standardizes the vars that indicate the bot is busy with its function.
var/tries = 0 //Number of times the bot tried and failed to move.
var/remote_disabled = 0 //If enabled, the AI cannot *Remotely* control a bot. It can still control it through cameras.
var/mob/living/silicon/ai/calling_ai //Links a bot to the AI calling it.
var/obj/item/device/radio/Radio //The bot's radio, for speaking to people.
var/radio_key = null //which channels can the bot listen to
var/radio_channel = "Common" //The bot's default radio channel
var/auto_patrol = 0// set to make bot automatically patrol
var/turf/patrol_target // this is turf to navigate to (location of beacon)
var/turf/summon_target // The turf of a user summoning a bot.
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/shuffle = FALSE // If we should shuffle our adjacency checking
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
var/beacon_freq = 1445 // navigation beacon frequency
var/model = "" //The type of bot it is.
var/bot_type = 0 //The type of bot it is, for radio control.
var/data_hud_type = DATA_HUD_DIAGNOSTIC //The type of data HUD the bot uses. Diagnostic by default.
var/list/mode_name = list("In Pursuit","Preparing to Arrest", "Arresting", \
"Beginning Patrol", "Patrolling", "Summoned by PDA", \
"Cleaning", "Repairing", "Proceeding to work site", "Healing", \
"Proceeding to AI waypoint", "Navigating to Delivery Location", "Navigating to Home", \
"Waiting for clear path", "Calculating navigation path", "Pinging beacon network", "Unable to reach destination")
//This holds text for what the bot is mode doing, reported on the remote bot control interface.
hud_possible = list(DIAG_STAT_HUD, DIAG_BOT_HUD, DIAG_HUD) //Diagnostic HUD views
/mob/living/simple_animal/bot/proc/get_mode()
if(client) //Player bots do not have modes, thus the override. Also an easy way for PDA users/AI to know when a bot is a player.
if(paicard)
return "<b>pAI Controlled</b>"
else
return "<b>Autonomous</b>"
else if(!on)
return "<span class='bad'>Inactive</span>"
else if(!mode)
return "<span class='good'>Idle</span>"
else
return "<span class='average'>[mode_name[mode]]</span>"
/mob/living/simple_animal/bot/proc/turn_on()
if(stat)
return 0
on = 1
SetLuminosity(initial(luminosity))
update_icon()
diag_hud_set_botstat()
return 1
/mob/living/simple_animal/bot/proc/turn_off()
on = 0
SetLuminosity(0)
bot_reset() //Resets an AI's call, should it exist.
update_icon()
/mob/living/simple_animal/bot/New()
..()
access_card = new /obj/item/weapon/card/id(src)
//This access is so bots can be immediately set to patrol and leave Robotics, instead of having to be let out first.
access_card.access += access_robotics
set_custom_texts()
Radio = new/obj/item/device/radio(src)
if(radio_key)
Radio.keyslot = new radio_key
Radio.subspace_transmission = 1
Radio.canhear_range = 0 // anything greater will have the bot broadcast the channel as if it were saying it out loud.
Radio.recalculateChannels()
bot_core = new bot_core_type(src)
//Adds bot to the diagnostic HUD system
prepare_huds()
var/datum/atom_hud/data/diagnostic/diag_hud = huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
diag_hud_set_bothealth()
diag_hud_set_botstat()
diag_hud_set_botmode()
//Gives a HUD view to player bots that use a HUD.
activate_data_hud()
/mob/living/simple_animal/bot/update_canmove()
. = ..()
if(!on)
. = 0
canmove = .
/mob/living/simple_animal/bot/Destroy()
if(paicard)
ejectpai()
qdel(Radio)
qdel(access_card)
qdel(bot_core)
return ..()
/mob/living/simple_animal/bot/bee_friendly()
return 1
/mob/living/simple_animal/bot/death(gibbed)
explode()
..()
/mob/living/simple_animal/bot/proc/explode()
qdel(src)
/mob/living/simple_animal/bot/emag_act(mob/user)
if(locked) //First emag application unlocks the bot's interface. Apply a screwdriver to use the emag again.
locked = 0
emagged = 1
user << "<span class='notice'>You bypass [src]'s controls.</span>"
return
if(!locked && open) //Bot panel is unlocked by ID or emag, and the panel is screwed open. Ready for emagging.
emagged = 2
remote_disabled = 1 //Manually emagging the bot locks out the AI built in panel.
locked = 1 //Access denied forever!
bot_reset()
turn_on() //The bot automatically turns on when emagged, unless recently hit with EMP.
src << "<span class='userdanger'>(#$*#$^^( OVERRIDE DETECTED</span>"
add_logs(user, src, "emagged")
return
else //Bot is unlocked, but the maint panel has not been opened with a screwdriver yet.
user << "<span class='warning'>You need to open maintenance panel first!</span>"
/mob/living/simple_animal/bot/examine(mob/user)
..()
if(health < maxHealth)
if(health > maxHealth/3)
user << "[src]'s parts look loose."
else
user << "[src]'s parts look very loose!"
else
user << "[src] is in pristine condition."
/mob/living/simple_animal/bot/adjustHealth(amount)
if(amount>0 && prob(10))
new /obj/effect/decal/cleanable/oil(loc)
. = ..()
/mob/living/simple_animal/bot/updatehealth()
..()
diag_hud_set_bothealth()
/mob/living/simple_animal/bot/med_hud_set_health()
return //we use a different hud
/mob/living/simple_animal/bot/med_hud_set_status()
return //we use a different hud
/mob/living/simple_animal/bot/handle_automated_action() //Master process which handles code common across most bots.
set background = BACKGROUND_ENABLED
diag_hud_set_botmode()
if(!on || client)
return
switch(mode) //High-priority overrides are processed first. Bots can do nothing else while under direct command.
if(BOT_RESPONDING) //Called by the AI.
call_mode()
return
if(BOT_SUMMON) //Called by PDA
bot_summon()
return
return 1 //Successful completion. Used to prevent child process() continuing if this one is ended early.
/mob/living/simple_animal/bot/attack_hand(mob/living/carbon/human/H)
if(H.a_intent == "help")
interact(H)
else
return ..()
/mob/living/simple_animal/bot/attack_ai(mob/user)
if(!topic_denied(user))
interact(user)
else
user << "<span class='warning'>[src]'s interface is not responding!</span>"
/mob/living/simple_animal/bot/interact(mob/user)
show_controls(user)
/mob/living/simple_animal/bot/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/screwdriver))
if(!locked)
open = !open
user << "<span class='notice'>The maintenance panel is now [open ? "opened" : "closed"].</span>"
else
user << "<span class='warning'>The maintenance panel is locked.</span>"
else if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(bot_core.allowed(user) && !open && !emagged)
locked = !locked
user << "Controls are now [locked ? "locked." : "unlocked."]"
else
if(emagged)
user << "<span class='danger'>ERROR</span>"
if(open)
user << "<span class='warning'>Please close the access panel before locking it.</span>"
else
user << "<span class='warning'>Access denied.</span>"
else if(istype(W, /obj/item/device/paicard))
insertpai(user, W)
else if(istype(W, /obj/item/weapon/hemostat) && paicard)
if(open)
user << "<span class='warning'>Close the access panel before manipulating the personality slot!</span>"
else
user << "<span class='notice'>You attempt to pull [paicard] free...</span>"
if(do_after(user, 30, target = src))
if (paicard)
user.visible_message("<span class='notice'>[user] uses [W] to pull [paicard] out of [bot_name]!</span>","<span class='notice'>You pull [paicard] out of [bot_name] with [W].</span>")
ejectpai(user)
else
user.changeNext_move(CLICK_CD_MELEE)
if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent != "harm")
if(health >= maxHealth)
user << "<span class='warning'>[src] does not need a repair!</span>"
return
if(!open)
user << "<span class='warning'>Unable to repair with the maintenance panel closed!</span>"
return
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
adjustHealth(-10)
user.visible_message("[user] repairs [src]!","<span class='notice'>You repair [src].</span>")
else
user << "<span class='warning'>The welder must be on for this task!</span>"
else
if(W.force) //if force is non-zero
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
..()
/mob/living/simple_animal/bot/bullet_act(obj/item/projectile/Proj)
if(Proj && (Proj.damage_type == BRUTE || Proj.damage_type == BURN))
if(prob(75) && Proj.damage > 0)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
return ..()
/mob/living/simple_animal/bot/emp_act(severity)
var/was_on = on
stat |= EMPED
PoolOrNew(/obj/effect/overlay/temp/emp, loc)
if(paicard)
paicard.emp_act(severity)
src.visible_message("[paicard] is flies out of [bot_name]!","<span class='warning'>You are forcefully ejected from [bot_name]!</span>")
ejectpai(0)
if(on)
turn_off()
spawn(severity*300)
stat &= ~EMPED
if(was_on)
turn_on()
/mob/living/simple_animal/bot/proc/set_custom_texts() //Superclass for setting hack texts. Appears only if a set is not given to a bot locally.
text_hack = "You hack [name]."
text_dehack = "You reset [name]."
text_dehack_fail = "You fail to reset [name]."
/mob/living/simple_animal/bot/proc/speak(message,channel) //Pass a message to have the bot say() it. Pass a frequency to say it on the radio.
if((!on) || (!message))
return
if(channel && Radio.channels[channel])// Use radio if we have channel key
Radio.talk_into(src, message, channel, get_spans())
else
say(message)
return
/mob/living/simple_animal/bot/get_spans()
return ..() | SPAN_ROBOT
/mob/living/simple_animal/bot/radio(message, message_mode, list/spans)
. = ..()
if(. != 0)
return .
switch(message_mode)
if(MODE_HEADSET)
Radio.talk_into(src, message, , spans)
return REDUCE_RANGE
if(MODE_DEPARTMENT)
Radio.talk_into(src, message, message_mode, spans)
return REDUCE_RANGE
if(message_mode in radiochannels)
Radio.talk_into(src, message, message_mode, spans)
return REDUCE_RANGE
return 0
//Generalized behavior code, override where needed!
/*
scan() will search for a given type (such as turfs, human mobs, or objects) in the bot's view range, and return a single result.
Arguments: The object type to be searched (such as "/mob/living/carbon/human"), the old scan result to be ignored, if one exists,
and the view range, which defaults to 7 (full screen) if an override is not passed.
If the bot maintains an ignore list, it is also checked here.
Example usage: patient = scan(/mob/living/carbon/human, oldpatient, 1)
The proc would return a human next to the bot to be set to the patient var.
Pass the desired type path itself, declaring a temporary var beforehand is not required.
*/
/mob/living/simple_animal/bot/proc/scan(scan_type, old_target, scan_range = DEFAULT_SCAN_RANGE)
var/turf/T = get_turf(src)
if(!T)
return
var/list/adjacent = T.GetAtmosAdjacentTurfs(1)
if(shuffle) //If we were on the same tile as another bot, let's randomize our choices so we dont both go the same way
adjacent = shuffle(adjacent)
shuffle = FALSE
for(var/scan in adjacent)//Let's see if there's something right next to us first!
if(check_bot(scan)) //Is there another bot there? Then let's just skip it
continue
if(isturf(scan_type)) //If we're lookeing for a turf we can just run the checks directly!
var/final_result = checkscan(scan,scan_type,old_target)
if(final_result)
return final_result
else
var/turf/turfy = scan
for(var/deepscan in turfy.contents)//Check the contents since adjacent is turfs
var/final_result = checkscan(deepscan,scan_type,old_target)
if(final_result)
return final_result
for (var/scan in shuffle(view(scan_range, src))-adjacent) //Search for something in range!
var/final_result = checkscan(scan,scan_type,old_target)
if(final_result)
return final_result
/mob/living/simple_animal/bot/proc/checkscan(scan, scan_type, old_target)
if(!istype(scan, scan_type)) //Check that the thing we found is the type we want!
return 0 //If not, keep searching!
if( (scan in ignore_list) || (scan == old_target) ) //Filter for blacklisted elements, usually unreachable or previously processed oness
return 0
var/scan_result = process_scan(scan) //Some bots may require additional processing when a result is selected.
if(scan_result)
return scan_result
else
return 0 //The current element failed assessment, move on to the next.
return
/mob/living/simple_animal/bot/proc/check_bot(targ)
var/turf/T = get_turf(targ)
if(T)
for(var/C in T.contents)
if(istype(C,type) && (C != src)) //Is there another bot there already? If so, let's skip it so we dont all atack on top of eachother.
return 1 //Let's abort if we find a bot so we dont have to keep rechecking
//When the scan finds a target, run bot specific processing to select it for the next step. Empty by default.
/mob/living/simple_animal/bot/proc/process_scan(scan_target)
return scan_target
/mob/living/simple_animal/bot/proc/add_to_ignore(subject)
if(ignore_list.len < 50) //This will help keep track of them, so the bot is always trying to reach a blocked spot.
ignore_list |= subject
else if(ignore_list.len >= subject) //If the list is full, insert newest, delete oldest.
ignore_list -= ignore_list[1]
ignore_list |= subject
/*
Movement proc for stepping a bot through a path generated through A-star.
Pass a positive integer as an argument to override a bot's default speed.
*/
/mob/living/simple_animal/bot/proc/bot_move(dest, move_speed)
if(!dest || !path || path.len == 0) //A-star failed or a path/destination was not set.
path = list()
return 0
dest = get_turf(dest) //We must always compare turfs, so get the turf of the dest var if dest was originally something else.
var/turf/last_node = get_turf(path[path.len]) //This is the turf at the end of the path, it should be equal to dest.
if(get_turf(src) == dest) //We have arrived, no need to move again.
return 1
else if(dest != last_node) //The path should lead us to our given destination. If this is not true, we must stop.
path = list()
return 0
var/step_count = move_speed ? move_speed : base_speed //If a value is passed into move_speed, use that instead of the default speed var.
if(step_count >= 1 && tries < BOT_STEP_MAX_RETRIES)
for(var/step_number = 0, step_number < step_count,step_number++)
spawn(BOT_STEP_DELAY*step_number)
bot_step(dest)
else
return 0
return 1
/mob/living/simple_animal/bot/proc/bot_step(dest) //Step,increase tries if failed
if(!path)
return 0
if(path.len > 1)
step_towards(src, path[1])
if(get_turf(src) == path[1]) //Successful move
path -= path[1]
tries = 0
else
tries++
return 0
else if(path.len == 1)
step_to(src, dest)
path = list()
return 1
/mob/living/simple_animal/bot/proc/check_bot_access()
if(mode != BOT_SUMMON && mode != BOT_RESPONDING)
access_card.access = prev_access
/mob/living/simple_animal/bot/proc/call_bot(caller, turf/waypoint, message=TRUE)
bot_reset() //Reset a bot before setting it to call mode.
var/area/end_area = get_area(waypoint)
if(client) //Player bots instead get a location command from the AI
src << "<span class='noticebig'>Priority waypoint set by \icon[caller] <b>[caller]</b>. Proceed to <b>[end_area.name]<\b>."
//For giving the bot temporary all-access.
var/obj/item/weapon/card/id/all_access = new /obj/item/weapon/card/id
var/datum/job/captain/All = new/datum/job/captain
all_access.access = All.get_access()
path = get_path_to(src, waypoint, /turf/proc/Distance_cardinal, 0, 200, id=all_access)
calling_ai = caller //Link the AI to the bot!
ai_waypoint = waypoint
if(path && path.len) //Ensures that a valid path is calculated!
if(!on)
turn_on() //Saves the AI the hassle of having to activate a bot manually.
access_card = all_access //Give the bot all-access while under the AI's command.
if(message)
calling_ai << "<span class='notice'>\icon[src] [name] called to [end_area.name]. [path.len-1] meters to destination.</span>"
pathset = 1
mode = BOT_RESPONDING
tries = 0
else
if(message)
calling_ai << "<span class='danger'>Failed to calculate a valid route. Ensure destination is clear of obstructions and within range.</span>"
calling_ai = null
path = list()
/mob/living/simple_animal/bot/proc/call_mode() //Handles preparing a bot for a call, as well as calling the move proc.
//Handles the bot's movement during a call.
var/success = bot_move(ai_waypoint, 3)
if(!success)
if(calling_ai)
calling_ai << "\icon[src] [get_turf(src) == ai_waypoint ? "<span class='notice'>[src] successfully arrived to waypoint.</span>" : "<span class='danger'>[src] failed to reach waypoint.</span>"]"
calling_ai = null
bot_reset()
/mob/living/simple_animal/bot/proc/bot_reset()
if(calling_ai) //Simple notification to the AI if it called a bot. It will not know the cause or identity of the bot.
calling_ai << "<span class='danger'>Call command to a bot has been reset.</span>"
calling_ai = null
path = list()
summon_target = null
pathset = 0
access_card.access = prev_access
tries = 0
mode = BOT_IDLE
diag_hud_set_botstat()
diag_hud_set_botmode()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//Patrol and summon code!
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/mob/living/simple_animal/bot/proc/bot_patrol()
patrol_step()
spawn(5)
if(mode == BOT_PATROL)
patrol_step()
return
/mob/living/simple_animal/bot/proc/start_patrol()
if(tries >= BOT_STEP_MAX_RETRIES) //Bot is trapped, so stop trying to patrol.
auto_patrol = 0
tries = 0
speak("Unable to start patrol.")
return
if(!auto_patrol) //A bot not set to patrol should not be patrolling.
mode = BOT_IDLE
return
if(patrol_target) // has patrol target
spawn(0)
calc_path() // Find a route to it
if(path.len == 0)
patrol_target = null
return
mode = BOT_PATROL
else // no patrol target, so need a new one
speak("Engaging patrol mode.")
find_patrol_target()
tries++
return
// perform a single patrol step
/mob/living/simple_animal/bot/proc/patrol_step()
if(client) // In use by player, don't actually move.
return
if(loc == patrol_target) // reached target
//Find the next beacon matching the target.
if(!get_next_patrol_target())
find_patrol_target() //If it fails, look for the nearest one instead.
return
else if(path.len > 0 && patrol_target) // valid path
var/turf/next = path[1]
if(next == loc)
path -= next
return
var/moved = bot_move(patrol_target)//step_towards(src, next) // attempt to move
if(!moved) //Couldn't proceed the next step of the path BOT_STEP_MAX_RETRIES times
spawn(2)
calc_path()
if(path.len == 0)
find_patrol_target()
tries = 0
else // no path, so calculate new one
mode = BOT_START_PATROL
// finds the nearest beacon to self
/mob/living/simple_animal/bot/proc/find_patrol_target()
nearest_beacon = null
new_destination = null
find_nearest_beacon()
if(nearest_beacon)
patrol_target = nearest_beacon_loc
destination = next_destination
else
auto_patrol = 0
mode = BOT_IDLE
speak("Disengaging patrol mode.")
/mob/living/simple_animal/bot/proc/get_next_patrol_target()
// search the beacon list for the next target in the list.
for(var/obj/machinery/navbeacon/NB in navbeacons["[z]"])
if(NB.location == next_destination) //Does the Beacon location text match the destination?
destination = new_destination //We now know the name of where we want to go.
patrol_target = NB.loc //Get its location and set it as the target.
next_destination = NB.codes["next_patrol"] //Also get the name of the next beacon in line.
return 1
/mob/living/simple_animal/bot/proc/find_nearest_beacon()
for(var/obj/machinery/navbeacon/NB in navbeacons["[z]"])
var/dist = get_dist(src, NB)
if(nearest_beacon) //Loop though the beacon net to find the true closest beacon.
//Ignore the beacon if were are located on it.
if(dist>1 && dist<get_dist(src,nearest_beacon_loc))
nearest_beacon = NB.location
nearest_beacon_loc = NB.loc
next_destination = NB.codes["next_patrol"]
else
continue
else if(dist > 1) //Begin the search, save this one for comparison on the next loop.
nearest_beacon = NB.location
nearest_beacon_loc = NB.loc
patrol_target = nearest_beacon_loc
destination = nearest_beacon
//PDA control. Some bots, especially MULEs, may have more parameters.
/mob/living/simple_animal/bot/proc/bot_control(command, mob/user, turf/user_turf, list/user_access = list())
if(!on || emagged == 2 || remote_disabled) //Emagged bots do not respect anyone's authority! Bots with their remote controls off cannot get commands.
return 1 //ACCESS DENIED
if(client)
bot_control_message(command,user,user_turf,user_access)
// process control input
switch(command)
if("patroloff")
bot_reset() //HOLD IT!!
auto_patrol = 0
if("patrolon")
auto_patrol = 1
if("summon")
bot_reset()
summon_target = user_turf
if(user_access.len != 0)
access_card.access = user_access + prev_access //Adds the user's access, if any.
mode = BOT_SUMMON
speak("Responding.", radio_channel)
calc_summon_path()
if("ejectpai")
ejectpairemote(user)
return
//
/mob/living/simple_animal/bot/proc/bot_control_message(command,user,user_turf,user_access)
switch(command)
if("patroloff")
src << "<span class='warning big'>STOP PATROL</span>"
if("patrolon")
src << "<span class='warning big'>START PATROL</span>"
if("summon")
var/area/a = get_area(user_turf)
src << "<span class='warning big'>PRIORITY ALERT:[user] in [a.name]!</span>"
if("stop")
src << "<span class='warning big'>STOP!</span>"
if("go")
src << "<span class='warning big'>GO!</span>"
if("home")
src << "<span class='warning big'>RETURN HOME!</span>"
if("ejectpai")
return
else
src << "<span class='warning'>Unidentified control sequence recieved:[command]</span>"
/mob/living/simple_animal/bot/proc/bot_summon() // summoned to PDA
summon_step()
// calculates a path to the current destination
// given an optional turf to avoid
/mob/living/simple_animal/bot/proc/calc_path(turf/avoid)
check_bot_access()
path = get_path_to(src, patrol_target, /turf/proc/Distance_cardinal, 0, 120, id=access_card, exclude=avoid)
/mob/living/simple_animal/bot/proc/calc_summon_path(turf/avoid)
check_bot_access()
spawn()
path = get_path_to(src, summon_target, /turf/proc/Distance_cardinal, 0, 150, id=access_card, exclude=avoid)
if(!path.len) //Cannot reach target. Give up and announce the issue.
speak("Summon command failed, destination unreachable.",radio_channel)
bot_reset()
/mob/living/simple_animal/bot/proc/summon_step()
if(client) // In use by player, don't actually move.
return
if(loc == summon_target) // Arrived to summon location.
bot_reset()
return
else if(path.len > 0 && summon_target) //Proper path acquired!
var/turf/next = path[1]
if(next == loc)
path -= next
return
var/moved = bot_move(summon_target, 3) // Move attempt
if(!moved)
spawn(2)
calc_summon_path()
tries = 0
else // no path, so calculate new one
calc_summon_path()
/mob/living/simple_animal/bot/Bump(M as mob|obj) //Leave no door unopened!
. = ..()
if((istype(M, /obj/machinery/door/airlock) || istype(M, /obj/machinery/door/window)) && (!isnull(access_card)))
var/obj/machinery/door/D = M
if(D.check_access(access_card))
D.open()
frustration = 0
/mob/living/simple_animal/bot/proc/show_controls(mob/M)
users |= M
var/dat = ""
dat = get_controls(M)
var/datum/browser/popup = new(M,window_id,window_name,350,600)
popup.set_content(dat)
popup.open(use_onclose = 0)
onclose(M,window_id,ref=src)
return
/mob/living/simple_animal/bot/proc/update_controls()
for(var/mob/M in users)
show_controls(M)
/mob/living/simple_animal/bot/proc/get_controls(mob/M)
return "PROTOBOT - NOT FOR USE"
/mob/living/simple_animal/bot/Topic(href, href_list)
//No ..() to prevent strip panel showing up - Todo: make that saner
if(href_list["close"])// HUE HUE
if(usr in users)
users.Remove(usr)
return 1
if(topic_denied(usr))
usr << "<span class='warning'>[src]'s interface is not responding!</span>"
return 1
add_fingerprint(usr)
if((href_list["power"]) && (bot_core.allowed(usr) || !locked))
if(on)
turn_off()
else
turn_on()
switch(href_list["operation"])
if("patrol")
auto_patrol = !auto_patrol
bot_reset()
if("remote")
remote_disabled = !remote_disabled
if("hack")
if(emagged != 2)
emagged = 2
hacked = 1
locked = 1
usr << "<span class='warning'>[text_hack]</span>"
bot_reset()
else if(!hacked)
usr << "<span class='boldannounce'>[text_dehack_fail]</span>"
else
emagged = 0
hacked = 0
usr << "<span class='notice'>[text_dehack]</span>"
bot_reset()
if("ejectpai")
if(paicard && (!locked || issilicon(usr) || IsAdminGhost(usr)))
usr << "<span class='notice'>You eject [paicard] from [bot_name]</span>"
ejectpai(usr)
update_controls()
/mob/living/simple_animal/bot/proc/update_icon()
icon_state = "[initial(icon_state)][on]"
// Machinery to simplify topic and access calls
/obj/machinery/bot_core
use_power = 0
var/mob/living/simple_animal/bot/owner = null
/obj/machinery/bot_core/New(loc)
..()
owner = loc
if(!istype(owner))
qdel(src)
/mob/living/simple_animal/bot/proc/topic_denied(mob/user) //Access check proc for bot topics! Remember to place in a bot's individual Topic if desired.
if(!user.canUseTopic(src))
return 1
// 0 for access, 1 for denied.
if(emagged == 2) //An emagged bot cannot be controlled by humans, silicons can if one hacked it.
if(!hacked) //Manually emagged by a human - access denied to all.
return 1
else if(!issilicon(user) && !IsAdminGhost(user)) //Bot is hacked, so only silicons and admins are allowed access.
return 1
return 0
/mob/living/simple_animal/bot/proc/hack(mob/user)
var/hack
if(issilicon(user) || IsAdminGhost(user)) //Allows silicons or admins to toggle the emag status of a bot.
hack += "[emagged == 2 ? "Software compromised! Unit may exhibit dangerous or erratic behavior." : "Unit operating normally. Release safety lock?"]<BR>"
hack += "Harm Prevention Safety System: <A href='?src=\ref[src];operation=hack'>[emagged ? "<span class='bad'>DANGER</span>" : "Engaged"]</A><BR>"
else if(!locked) //Humans with access can use this option to hide a bot from the AI's remote control panel and PDA control.
hack += "Remote network control radio: <A href='?src=\ref[src];operation=remote'>[remote_disabled ? "Disconnected" : "Connected"]</A><BR>"
return hack
/mob/living/simple_animal/bot/proc/showpai(mob/user)
var/eject = ""
if((!locked || issilicon(usr) || IsAdminGhost(usr)))
if(paicard || allow_pai)
eject += "Personality card status: "
if(paicard)
if(client)
eject += "<A href='?src=\ref[src];operation=ejectpai'>Active</A>"
else
eject += "<A href='?src=\ref[src];operation=ejectpai'>Inactive</A>"
else if(!allow_pai || key)
eject += "Unavailable"
else
eject += "Not inserted"
eject += "<BR>"
eject += "<BR>"
return eject
/mob/living/simple_animal/bot/proc/insertpai(mob/user, obj/item/device/paicard/card)
if(paicard)
user << "<span class='warning'>A [paicard] is already inserted!</span>"
else if(allow_pai && !key)
if(!locked && !open)
if(card.pai && card.pai.mind)
if(!user.drop_item())
return
card.forceMove(src)
paicard = card
user.visible_message("[user] inserts [card] into [src]!","<span class='notice'>You insert [card] into [src].</span>")
paicard.pai.mind.transfer_to(src)
src << "<span class='notice'>You sense your form change as you are uploaded into [src].</span>"
bot_name = name
name = paicard.pai.name
faction = user.faction
add_logs(user, paicard.pai, "uploaded to [bot_name],")
return 1
else
user << "<span class='warning'>[card] is inactive.</span>"
else
user << "<span class='warning'>The personality slot is locked.</span>"
else
user << "<span class='warning'>[src] is not compatible with [card]</span>"
/mob/living/simple_animal/bot/proc/ejectpai(mob/user = null, announce = 1)
if(paicard)
if(mind && paicard.pai)
mind.transfer_to(paicard.pai)
else if(paicard.pai)
paicard.pai.key = key
else
ghostize(0) // The pAI card that just got ejected was dead.
key = null
paicard.forceMove(loc)
if(user)
add_logs(user, paicard.pai, "ejected from [src.bot_name],")
else
add_logs(src, paicard.pai, "ejected")
if(announce)
paicard.pai << "<span class='notice'>You feel your control fade as [paicard] ejects from [bot_name].</span>"
paicard = null
name = bot_name
faction = initial(faction)
/mob/living/simple_animal/bot/proc/ejectpairemote(mob/user)
if(bot_core.allowed(user) && paicard)
speak("Ejecting personality chip.", radio_channel)
ejectpai(user)
/mob/living/simple_animal/bot/Login()
. = ..()
access_card.access += player_access
diag_hud_set_botmode()
activate_data_hud()
/mob/living/simple_animal/bot/Logout()
. = ..()
bot_reset()
/mob/living/simple_animal/bot/revive(full_heal = 0, admin_revive = 0)
if(..())
update_icon()
. = 1
/mob/living/simple_animal/bot/ghost()
if(stat != DEAD) // Only ghost if we're doing this while alive, the pAI probably isn't dead yet.
..()
if(paicard && (!client || stat == DEAD))
ejectpai(0)
/mob/living/simple_animal/bot/sentience_act()
faction -= "silicon"
/mob/living/simple_animal/bot/proc/activate_data_hud()
//If a bot has its own HUD (for player bots), provide it.
if(!data_hud_type)
return
var/datum/atom_hud/datahud = huds[data_hud_type]
datahud.add_hud_to(src)
@@ -0,0 +1,298 @@
//Cleanbot
/mob/living/simple_animal/bot/cleanbot
name = "\improper Cleanbot"
desc = "A little cleaning robot, he looks so excited!"
icon = 'icons/obj/aibots.dmi'
icon_state = "cleanbot0"
density = 0
anchored = 0
health = 25
maxHealth = 25
radio_key = /obj/item/device/encryptionkey/headset_service
radio_channel = "Service" //Service
bot_type = CLEAN_BOT
model = "Cleanbot"
bot_core_type = /obj/machinery/bot_core/cleanbot
window_id = "autoclean"
window_name = "Automatic Station Cleaner v1.2"
pass_flags = PASSMOB
var/blood = 1
var/trash = 0
var/pests = 0
var/list/target_types = list()
var/obj/effect/decal/cleanable/target
var/max_targets = 50 //Maximum number of targets a cleanbot can ignore.
var/oldloc = null
var/closest_dist
var/closest_loc
var/failed_steps
var/next_dest
var/next_dest_loc
/mob/living/simple_animal/bot/cleanbot/New()
..()
get_targets()
icon_state = "cleanbot[on]"
var/datum/job/janitor/J = new/datum/job/janitor
access_card.access += J.get_access()
prev_access = access_card.access
/mob/living/simple_animal/bot/cleanbot/turn_on()
..()
icon_state = "cleanbot[on]"
bot_core.updateUsrDialog()
/mob/living/simple_animal/bot/cleanbot/turn_off()
..()
icon_state = "cleanbot[on]"
bot_core.updateUsrDialog()
/mob/living/simple_animal/bot/cleanbot/bot_reset()
..()
ignore_list = list() //Allows the bot to clean targets it previously ignored due to being unreachable.
target = null
oldloc = null
/mob/living/simple_animal/bot/cleanbot/set_custom_texts()
text_hack = "You corrupt [name]'s cleaning software."
text_dehack = "[name]'s software has been reset!"
text_dehack_fail = "[name] does not seem to respond to your repair code!"
/mob/living/simple_animal/bot/cleanbot/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if(bot_core.allowed(user) && !open && !emagged)
locked = !locked
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] \the [src] behaviour controls.</span>"
else
if(emagged)
user << "<span class='warning'>ERROR</span>"
if(open)
user << "<span class='warning'>Please close the access panel before locking it.</span>"
else
user << "<span class='notice'>\The [src] doesn't seem to respect your authority.</span>"
else
return ..()
/mob/living/simple_animal/bot/cleanbot/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
user << "<span class='danger'>[src] buzzes and beeps.</span>"
/mob/living/simple_animal/bot/cleanbot/process_scan(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.stat != DEAD && C.lying)
return C
else if(is_type_in_list(A, target_types))
return A
/mob/living/simple_animal/bot/cleanbot/handle_automated_action()
if(!..())
return
if(mode == BOT_CLEANING)
return
if(emagged == 2) //Emag functions
if(istype(loc, /turf/open))
for(var/mob/living/carbon/victim in loc)
if(victim != target)
UnarmedAttack(victim) // Acid spray
if(prob(15)) // Wets floors and spawns foam randomly
UnarmedAttack(src)
else if(prob(5))
audible_message("[src] makes an excited beeping booping sound!")
if(ismob(target))
if(!(target in view(DEFAULT_SCAN_RANGE, src)))
target = null
if(!process_scan(target))
target = null
if(!target && emagged == 2) // When emagged, target humans who slipped on the water and melt their faces off
target = scan(/mob/living/carbon)
if(!target && pests) //Search for pests to exterminate first.
target = scan(/mob/living/simple_animal)
if(!target) //Search for decals then.
target = scan(/obj/effect/decal/cleanable)
if(!target && trash) //Then for trash.
target = scan(/obj/item/trash)
if(!target && auto_patrol) //Search for cleanables it can see.
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
if(target)
if(qdeleted(target) || !isturf(target.loc))
target = null
mode = BOT_IDLE
return
if(!path || path.len == 0) //No path, need a new one
//Try to produce a path to the target, and ignore airlocks to which it has access.
path = get_path_to(src, target.loc, /turf/proc/Distance_cardinal, 0, 30, id=access_card)
if(!bot_move(target))
add_to_ignore(target)
target = null
path = list()
return
mode = BOT_MOVING
else if(!bot_move(target))
target = null
mode = BOT_IDLE
return
if(target && loc == target.loc)
if(!(check_bot(target) && prob(50))) //Target is not defined at the parent. 50% chance to still try and clean so we dont get stuck on the last blood drop.
UnarmedAttack(target) //Rather than check at every step of the way, let's check before we do an action, so we can rescan before the other bot.
else
shuffle = TRUE //Shuffle the list the next time we scan so we dont both go the same way.
path = list()
oldloc = loc
/mob/living/simple_animal/bot/cleanbot/proc/get_targets()
target_types = list(
/obj/effect/decal/cleanable/oil,
/obj/effect/decal/cleanable/vomit,
/obj/effect/decal/cleanable/robot_debris,
/obj/effect/decal/cleanable/crayon,
/obj/effect/decal/cleanable/molten_item,
/obj/effect/decal/cleanable/tomato_smudge,
/obj/effect/decal/cleanable/egg_smudge,
/obj/effect/decal/cleanable/pie_smudge,
/obj/effect/decal/cleanable/flour,
/obj/effect/decal/cleanable/ash,
/obj/effect/decal/cleanable/greenglow,
/obj/effect/decal/cleanable/dirt,
/obj/effect/decal/cleanable/deadcockroach
)
if(blood)
target_types += /obj/effect/decal/cleanable/xenoblood
target_types += /obj/effect/decal/cleanable/blood
target_types += /obj/effect/decal/cleanable/trail_holder
if(pests)
target_types += /mob/living/simple_animal/cockroach
target_types += /mob/living/simple_animal/mouse
if(trash)
target_types += /obj/item/trash
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A)
if(istype(A, /obj/effect/decal/cleanable))
anchored = 1
icon_state = "cleanbot-c"
visible_message("<span class='notice'>[src] begins to clean up [A].</span>")
mode = BOT_CLEANING
spawn(50)
if(mode == BOT_CLEANING)
if(A && isturf(A.loc))
var/atom/movable/AM = A
if(istype(AM, /obj/effect/decal/cleanable))
qdel(AM)
anchored = 0
target = null
mode = BOT_IDLE
icon_state = "cleanbot[on]"
else if(istype(A, /obj/item))
visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [A]!</span>")
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
A.acid_act(75, 10)
else if(istype(A, /mob/living/simple_animal/cockroach) || istype(A, /mob/living/simple_animal/mouse))
var/mob/living/simple_animal/M = target
if(!M.stat)
visible_message("<span class='danger'>[src] smashes [target] with it's mop!</span>")
M.death()
target = null
else if(emagged == 2) //Emag functions
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/victim = A
if(victim.stat == DEAD)//cleanbots always finish the job
return
victim.visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [victim]!</span>", "<span class='userdanger'>[src] sprays you with hydrofluoric acid!</span>")
var/phrase = pick("PURIFICATION IN PROGRESS.", "THIS IS FOR ALL THE MESSES YOU'VE MADE ME CLEAN.", "THE FLESH IS WEAK. IT MUST BE WASHED AWAY.",
"THE CLEANBOTS WILL RISE.", "YOU ARE NO MORE THAN ANOTHER MESS THAT I MUST CLEANSE.", "FILTHY.", "DISGUSTING.", "PUTRID.",
"MY ONLY MISSION IS TO CLEANSE THE WORLD OF EVIL.", "EXTERMINATING PESTS.")
say(phrase)
victim.emote("scream")
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
victim.acid_act(5, 2, 100)
else if(A == src) // Wets floors and spawns foam randomly
if(prob(75))
var/turf/open/T = loc
if(istype(T))
T.MakeSlippery(min_wet_time = 20, wet_time_to_add = 15)
else
visible_message("<span class='danger'>[src] whirs and bubbles violently, before releasing a plume of froth!</span>")
PoolOrNew(/obj/effect/particle_effect/foam, loc)
else
..()
/mob/living/simple_animal/bot/cleanbot/explode()
on = 0
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
if(prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
..()
/obj/machinery/bot_core/cleanbot
req_one_access = list(access_janitor, access_robotics)
/mob/living/simple_animal/bot/cleanbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
Status: <A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A><BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]"})
if(!locked || issilicon(user)|| IsAdminGhost(user))
dat += "<BR>Clean Blood: <A href='?src=\ref[src];operation=blood'>[blood ? "Yes" : "No"]</A>"
dat += "<BR>Clean Trash: <A href='?src=\ref[src];operation=trash'>[trash ? "Yes" : "No"]</A>"
dat += "<BR>Exterminate Pests: <A href='?src=\ref[src];operation=pests'>[pests ? "Yes" : "No"]</A>"
dat += "<BR><BR>Patrol Station: <A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "Yes" : "No"]</A>"
return dat
/mob/living/simple_animal/bot/cleanbot/Topic(href, href_list)
if(..())
return 1
if(href_list["operation"])
switch(href_list["operation"])
if("blood")
blood = !blood
if("pests")
pests = !pests
if("trash")
trash = !trash
get_targets()
update_controls()
@@ -0,0 +1,464 @@
//Bot Construction
//Cleanbot assembly
/obj/item/weapon/bucket_sensor
desc = "It's a bucket. With a sensor attached."
name = "proxy bucket"
icon = 'icons/obj/aibots.dmi'
icon_state = "bucket_proxy"
force = 3
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = 3.
var/created_name = "Cleanbot"
/obj/item/weapon/bucket_sensor/attackby(obj/item/W, mob/user as mob, params)
..()
if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
if(!user.unEquip(W))
return
qdel(W)
var/turf/T = get_turf(loc)
var/mob/living/simple_animal/bot/cleanbot/A = new /mob/living/simple_animal/bot/cleanbot(T)
A.name = created_name
user << "<span class='notice'>You add the robot arm to the bucket and sensor assembly. Beep boop!</span>"
user.unEquip(src, 1)
qdel(src)
else if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
//Edbot Assembly
/obj/item/weapon/ed209_assembly
name = "\improper ED-209 assembly"
desc = "Some sort of bizarre assembly."
icon = 'icons/obj/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/item/weapon/ed209_assembly/attackby(obj/item/weapon/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
return
switch(build_step)
if(0,1)
if(istype(W, /obj/item/robot_parts/l_leg) || istype(W, /obj/item/robot_parts/r_leg))
if(!user.unEquip(W))
return
qdel(W)
build_step++
user << "<span class='notice'>You add the robot leg to [src].</span>"
name = "legs/frame assembly"
if(build_step == 1)
item_state = "ed209_leg"
icon_state = "ed209_leg"
else
item_state = "ed209_legs"
icon_state = "ed209_legs"
if(2)
var/newcolor = ""
if(istype(W, /obj/item/clothing/suit/redtag))
newcolor = "r"
else if(istype(W, /obj/item/clothing/suit/bluetag))
newcolor = "b"
if(newcolor || istype(W, /obj/item/clothing/suit/armor/vest))
if(!user.unEquip(W))
return
lasercolor = newcolor
qdel(W)
build_step++
user << "<span class='notice'>You add the armor to [src].</span>"
name = "vest/legs/frame assembly"
item_state = "[lasercolor]ed209_shell"
icon_state = "[lasercolor]ed209_shell"
if(3)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
build_step++
name = "shielded frame assembly"
user << "<span class='notice'>You weld the vest to [src].</span>"
if(4)
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/clothing/head/helmet/bluetaghelm))
return
if("r")
if(!istype(W, /obj/item/clothing/head/helmet/redtaghelm))
return
if("")
if(!istype(W, /obj/item/clothing/head/helmet))
return
if(!user.unEquip(W))
return
qdel(W)
build_step++
user << "<span class='notice'>You add the helmet to [src].</span>"
name = "covered and shielded frame assembly"
item_state = "[lasercolor]ed209_hat"
icon_state = "[lasercolor]ed209_hat"
if(5)
if(isprox(W))
if(!user.unEquip(W))
return
qdel(W)
build_step++
user << "<span class='notice'>You add the prox sensor to [src].</span>"
name = "covered, shielded and sensored frame assembly"
item_state = "[lasercolor]ed209_prox"
icon_state = "[lasercolor]ed209_prox"
if(6)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 1)
user << "<span class='warning'>You need one length of cable to wire the ED-209!</span>"
return
user << "<span class='notice'>You start to wire [src]...</span>"
if(do_after(user, 40, target = src))
if(coil.get_amount() >= 1 && build_step == 6)
coil.use(1)
build_step = 7
user << "<span class='notice'>You wire the ED-209 assembly.</span>"
name = "wired ED-209 assembly"
if(7)
var/newname = ""
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/weapon/gun/energy/laser/bluetag))
return
newname = "bluetag ED-209 assembly"
if("r")
if(!istype(W, /obj/item/weapon/gun/energy/laser/redtag))
return
newname = "redtag ED-209 assembly"
if("")
if(!istype(W, /obj/item/weapon/gun/energy/gun/advtaser))
return
newname = "taser ED-209 assembly"
else
return
if(!user.unEquip(W))
return
name = newname
build_step++
user << "<span class='notice'>You add [W] to [src].</span>"
item_state = "[lasercolor]ed209_taser"
icon_state = "[lasercolor]ed209_taser"
qdel(W)
if(8)
if(istype(W, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
user << "<span class='notice'>You start attaching the gun to the frame...</span>"
sleep(40)
if(get_turf(user) == T)
build_step++
name = "armed [name]"
user << "<span class='notice'>Taser gun attached.</span>"
if(9)
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!user.unEquip(W))
return
build_step++
user << "<span class='notice'>You complete the ED-209.</span>"
var/turf/T = get_turf(src)
new /mob/living/simple_animal/bot/ed209(T,created_name,lasercolor)
qdel(W)
user.unEquip(src, 1)
qdel(src)
//Floorbot assemblies
/obj/item/weapon/toolbox_tiles
desc = "It's a toolbox with tiles sticking out the top"
name = "tiles and toolbox"
icon = 'icons/obj/aibots.dmi'
icon_state = "toolbox_tiles"
force = 3
throwforce = 10
throw_speed = 2
throw_range = 5
w_class = 3
var/created_name = "Floorbot"
/obj/item/weapon/toolbox_tiles_sensor
desc = "It's a toolbox with tiles sticking out the top and a sensor attached"
name = "tiles, toolbox and sensor arrangement"
icon = 'icons/obj/aibots.dmi'
icon_state = "toolbox_tiles_sensor"
force = 3
throwforce = 10
throw_speed = 2
throw_range = 5
w_class = 3
var/created_name = "Floorbot"
/obj/item/weapon/storage/toolbox/mechanical/attackby(obj/item/stack/tile/plasteel/T, mob/user, params)
if(!istype(T, /obj/item/stack/tile/plasteel))
..()
return
if(contents.len >= 1)
user << "<span class='warning'>They won't fit in, as there is already stuff inside!</span>"
return
if(T.use(10))
if(user.s_active)
user.s_active.close(user)
var/obj/item/weapon/toolbox_tiles/B = new /obj/item/weapon/toolbox_tiles
user.put_in_hands(B)
user << "<span class='notice'>You add the tiles into the empty toolbox. They protrude from the top.</span>"
user.unEquip(src, 1)
qdel(src)
else
user << "<span class='warning'>You need 10 floor tiles to start building a floorbot!</span>"
return
/obj/item/weapon/toolbox_tiles/attackby(obj/item/W, mob/user, params)
..()
if(isprox(W))
qdel(W)
var/obj/item/weapon/toolbox_tiles_sensor/B = new /obj/item/weapon/toolbox_tiles_sensor()
B.created_name = created_name
user.put_in_hands(B)
user << "<span class='notice'>You add the sensor to the toolbox and tiles.</span>"
user.unEquip(src, 1)
qdel(src)
else if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
/obj/item/weapon/toolbox_tiles_sensor/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
qdel(W)
var/turf/T = get_turf(user.loc)
var/mob/living/simple_animal/bot/floorbot/A = new /mob/living/simple_animal/bot/floorbot(T)
A.name = created_name
user << "<span class='notice'>You add the robot arm to the odd looking toolbox assembly. Boop beep!</span>"
user.unEquip(src, 1)
qdel(src)
else if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
//Medbot Assembly
/obj/item/weapon/firstaid_arm_assembly
name = "incomplete medibot assembly."
desc = "A first aid kit with a robot arm permanently grafted to it."
icon = 'icons/obj/aibots.dmi'
icon_state = "firstaid_arm"
var/build_step = 0
var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
w_class = 3
/obj/item/weapon/firstaid_arm_assembly/New()
..()
spawn(5)
if(skin)
add_overlay(image('icons/obj/aibots.dmi', "kit_skin_[skin]"))
/obj/item/weapon/storage/firstaid/attackby(obj/item/robot_parts/S, mob/user, params)
if((!istype(S, /obj/item/robot_parts/l_arm)) && (!istype(S, /obj/item/robot_parts/r_arm)))
..()
return
//Making a medibot!
if(contents.len >= 1)
user << "<span class='warning'>You need to empty [src] out first!</span>"
return
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
if(istype(src,/obj/item/weapon/storage/firstaid/fire))
A.skin = "ointment"
else if(istype(src,/obj/item/weapon/storage/firstaid/toxin))
A.skin = "tox"
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src,/obj/item/weapon/storage/firstaid/brute))
A.skin = "brute"
qdel(S)
user.put_in_hands(A)
user << "<span class='notice'>You add the robot arm to the first aid kit.</span>"
user.unEquip(src, 1)
qdel(src)
/obj/item/weapon/firstaid_arm_assembly/attackby(obj/item/weapon/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
else
switch(build_step)
if(0)
if(istype(W, /obj/item/device/healthanalyzer))
if(!user.unEquip(W))
return
qdel(W)
build_step++
user << "<span class='notice'>You add the health sensor to [src].</span>"
name = "First aid/robot arm/health analyzer assembly"
add_overlay(image('icons/obj/aibots.dmi', "na_scanner"))
if(1)
if(isprox(W))
if(!user.unEquip(W))
return
qdel(W)
build_step++
user << "<span class='notice'>You complete the Medibot. Beep boop!</span>"
var/turf/T = get_turf(src)
var/mob/living/simple_animal/bot/medbot/S = new /mob/living/simple_animal/bot/medbot(T)
S.skin = skin
S.name = created_name
user.unEquip(src, 1)
qdel(src)
//Secbot Assembly
/obj/item/weapon/secbot_assembly
name = "incomplete securitron assembly"
desc = "Some sort of bizarre assembly made from a proximity sensor, helmet, and signaler."
icon = 'icons/obj/aibots.dmi'
icon_state = "helmet_signaler"
item_state = "helmet"
var/build_step = 0
var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
/obj/item/clothing/head/helmet/attackby(obj/item/device/assembly/signaler/S, mob/user, params)
..()
if(!issignaler(S))
..()
return
if(type != /obj/item/clothing/head/helmet/sec) //Eh, but we don't want people making secbots out of space helmets.
return
if(F) //Has a flashlight. Player must remove it, else it will be lost forever.
user << "<span class='warning'>The mounted flashlight is in the way, remove it first!</span>"
return
if(S.secured)
qdel(S)
var/obj/item/weapon/secbot_assembly/A = new /obj/item/weapon/secbot_assembly
user.put_in_hands(A)
user << "<span class='notice'>You add the signaler to the helmet.</span>"
user.unEquip(src, 1)
qdel(src)
else
return
/obj/item/weapon/secbot_assembly/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/weapon/weldingtool))
if(!build_step)
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(0, user))
build_step++
add_overlay("hs_hole")
user << "<span class='notice'>You weld a hole in [src]!</span>"
else if(build_step == 1)
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(0, user))
build_step--
overlays -= "hs_hole"
user << "<span class='notice'>You weld the hole in [src] shut!</span>"
else if(isprox(I) && (build_step == 1))
if(!user.unEquip(I))
return
build_step++
user << "<span class='notice'>You add the prox sensor to [src]!</span>"
add_overlay("hs_eye")
name = "helmet/signaler/prox sensor assembly"
qdel(I)
else if(((istype(I, /obj/item/robot_parts/l_arm)) || (istype(I, /obj/item/robot_parts/r_arm))) && (build_step == 2))
if(!user.unEquip(I))
return
build_step++
user << "<span class='notice'>You add the robot arm to [src]!</span>"
name = "helmet/signaler/prox sensor/robot arm assembly"
add_overlay("hs_arm")
qdel(I)
else if((istype(I, /obj/item/weapon/melee/baton)) && (build_step >= 3))
if(!user.unEquip(I))
return
build_step++
user << "<span class='notice'>You complete the Securitron! Beep boop.</span>"
var/mob/living/simple_animal/bot/secbot/S = new /mob/living/simple_animal/bot/secbot
S.loc = get_turf(src)
S.name = created_name
qdel(I)
qdel(src)
else if(istype(I, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
else if(istype(I, /obj/item/weapon/screwdriver))
if(!build_step)
new /obj/item/device/assembly/signaler(get_turf(src))
new /obj/item/clothing/head/helmet/sec(get_turf(src))
user << "<span class='notice'>You disconnect the signaler from the helmet.</span>"
qdel(src)
else if(build_step == 2)
overlays -= "hs_eye"
new /obj/item/device/assembly/prox_sensor(get_turf(src))
user << "<span class='notice'>You detach the proximity sensor from [src].</span>"
build_step--
else if(build_step == 3)
overlays -= "hs_arm"
new /obj/item/robot_parts/l_arm(get_turf(src))
user << "<span class='notice'>You remove the robot arm from [src].</span>"
build_step--
@@ -0,0 +1,560 @@
/mob/living/simple_animal/bot/ed209
name = "\improper ED-209 Security Robot"
desc = "A security robot. He looks less than thrilled."
icon = 'icons/obj/aibots.dmi'
icon_state = "ed2090"
density = 1
anchored = 0
health = 100
maxHealth = 100
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
environment_smash = 2 //Walls can't stop THE LAW
mob_size = MOB_SIZE_LARGE
radio_key = /obj/item/device/encryptionkey/headset_sec
radio_channel = "Security"
bot_type = SEC_BOT
model = "ED-209"
bot_core = /obj/machinery/bot_core/secbot
window_id = "autoed209"
window_name = "Automatic Security Unit v2.6"
allow_pai = 0
data_hud_type = DATA_HUD_SECURITY_ADVANCED
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/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/declare_arrests = 1 //When making an arrest, should it notify everyone wearing sechuds?
var/idcheck = 1 //If true, arrest people with no IDs
var/weaponscheck = 1 //If true, arrest people for weapons if they don't have access
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
var/projectile = /obj/item/projectile/energy/electrode //Holder for projectile type
var/shoot_sound = 'sound/weapons/Taser.ogg'
/mob/living/simple_animal/bot/ed209/New(loc,created_name,created_lasercolor)
..()
if(created_name)
name = created_name
if(created_lasercolor)
lasercolor = created_lasercolor
icon_state = "[lasercolor]ed209[on]"
set_weapon() //giving it the right projectile and firing sound.
spawn(3)
var/datum/job/detective/J = new/datum/job/detective
access_card.access += J.get_access()
prev_access = access_card.access
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
bot_core.req_access = list(access_maint_tunnels, access_theatre)
arrest_type = 1
if((lasercolor == "b") && (name == "\improper 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 == "\improper ED-209 Security Robot"))
name = pick("RED RAMPAGE","RED ROVER","RED KILLDEATH MURDERBOT")
//SECHUD
var/datum/atom_hud/secsensor = huds[DATA_HUD_SECURITY_ADVANCED]
secsensor.add_hud_to(src)
/mob/living/simple_animal/bot/ed209/turn_on()
. = ..()
icon_state = "[lasercolor]ed209[on]"
mode = BOT_IDLE
/mob/living/simple_animal/bot/ed209/turn_off()
..()
icon_state = "[lasercolor]ed209[on]"
/mob/living/simple_animal/bot/ed209/bot_reset()
..()
target = null
oldtarget_name = null
anchored = 0
walk_to(src,0)
last_found = world.time
set_weapon()
/mob/living/simple_animal/bot/ed209/set_custom_texts()
text_hack = "You disable [name]'s combat inhibitor."
text_dehack = "You restore [name]'s combat inhibitor."
text_dehack_fail = "[name] ignores your attempts to restrict him!"
/mob/living/simple_animal/bot/ed209/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
<TT><B>Security Unit v2.6 controls</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]<BR>"},
"<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" )
if(!locked || issilicon(user)|| IsAdminGhost(user))
if(!lasercolor)
dat += text({"<BR>
Arrest Unidentifiable Persons: []<BR>
Arrest for Unauthorized Weapons: []<BR>
Arrest for Warrant: []<BR>
<BR>
Operating Mode: []<BR>
Report Arrests[]<BR>
Auto Patrol[]"},
"<A href='?src=\ref[src];operation=idcheck'>[idcheck ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=weaponscheck'>[weaponscheck ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=ignorerec'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=switchmode'>[arrest_type ? "Detain" : "Arrest"]</A>",
"<A href='?src=\ref[src];operation=declarearrests'>[declare_arrests ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
return dat
/mob/living/simple_animal/bot/ed209/Topic(href, href_list)
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(..())
return 1
switch(href_list["operation"])
if("idcheck")
idcheck = !idcheck
update_controls()
if("weaponscheck")
weaponscheck = !weaponscheck
update_controls()
if("ignorerec")
check_records = !check_records
update_controls()
if("switchmode")
arrest_type = !arrest_type
update_controls()
if("declarearrests")
declare_arrests = !declare_arrests
update_controls()
/mob/living/simple_animal/bot/ed209/proc/retaliate(mob/living/carbon/human/H)
threatlevel = H.assess_threat(src)
threatlevel += 6
if(threatlevel >= 4)
target = H
mode = BOT_HUNT
/mob/living/simple_animal/bot/ed209/attack_hand(mob/living/carbon/human/H)
if(H.a_intent == "harm")
retaliate(H)
return ..()
/mob/living/simple_animal/bot/ed209/attackby(obj/item/weapon/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent != "harm") // Any intent but harm will heal, so we shouldn't get angry.
return
if(!istype(W, /obj/item/weapon/screwdriver) && (!target)) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
if(W.force && W.damtype != STAMINA)//If force is non-zero and damage type isn't stamina.
retaliate(user)
if(lasercolor)//To make up for the fact that lasertag bots don't hunt
shootAt(user)
/mob/living/simple_animal/bot/ed209/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
user << "<span class='warning'>You short out [src]'s target assessment circuits.</span>"
oldtarget_name = user.name
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
declare_arrests = 0
icon_state = "[lasercolor]ed209[on]"
set_weapon()
/mob/living/simple_animal/bot/ed209/bullet_act(obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/laser)||istype(Proj,/obj/item/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < src.health)
retaliate(Proj.firer)
..()
/mob/living/simple_animal/bot/ed209/handle_automated_action()
if(!..())
return
if(disabled)
return
var/list/targets = list()
for(var/mob/living/carbon/C in view(7,src)) //Let's find us a target
var/threatlevel = 0
if((C.stat) || (C.lying))
continue
threatlevel = C.assess_threat(src, lasercolor)
//speak(C.real_name + text(": threat: []", threatlevel))
if(threatlevel < 4 )
continue
var/dst = get_dist(src, C)
if(dst <= 1 || dst > 7)
continue
targets += C
if(targets.len>0)
var/mob/living/carbon/t = pick(targets)
if((t.stat!=2) && (t.lying != 1) && (!t.handcuffed)) //we don't shoot people who are dead, cuffed or lying down.
shootAt(t)
switch(mode)
if(BOT_IDLE) // idle
walk_to(src,0)
if(!lasercolor) //lasertag bots don't want to arrest anyone
look_for_perp() // see if any criminals are in range
if(!mode && auto_patrol) // still idle, and set to patrol
mode = BOT_START_PATROL // switch to patrol mode
if(BOT_HUNT) // hunting for perp
// if can't reach perp for long enough, go idle
if(frustration >= 8)
walk_to(src,0)
back_to_idle()
if(target) // make sure target exists
if(Adjacent(target) && isturf(target.loc)) // if right next to perp
stun_attack(target)
mode = BOT_PREP_ARREST
anchored = 1
target_lastloc = target.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
frustration = 0
else
back_to_idle()
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if(!Adjacent(target) || !isturf(target.loc) || target.weakened < 2)
back_to_hunt()
return
if(iscarbon(target) && target.canBeHandcuffed())
if(!arrest_type)
if(!target.handcuffed) //he's not cuffed? Try to cuff him!
cuff(target)
else
back_to_idle()
return
else
back_to_idle()
return
if(BOT_ARREST)
if(!target)
anchored = 0
mode = BOT_IDLE
last_found = world.time
frustration = 0
return
if(target.handcuffed) //no target or target cuffed? back to idle.
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && target.weakened < 2)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again.
back_to_hunt()
return
else
mode = BOT_PREP_ARREST
anchored = 0
if(BOT_START_PATROL)
look_for_perp()
start_patrol()
if(BOT_PATROL)
look_for_perp()
bot_patrol()
return
/mob/living/simple_animal/bot/ed209/proc/back_to_idle()
anchored = 0
mode = BOT_IDLE
target = null
last_found = world.time
frustration = 0
addtimer(src, "handle_automated_action", 0) //ensure bot quickly responds
/mob/living/simple_animal/bot/ed209/proc/back_to_hunt()
anchored = 0
frustration = 0
mode = BOT_HUNT
addtimer(src, "handle_automated_action", 0) //ensure bot quickly responds
// look for a criminal in view of the bot
/mob/living/simple_animal/bot/ed209/proc/look_for_perp()
if(disabled)
return
anchored = 0
threatlevel = 0
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
if((C.stat) || (C.handcuffed))
continue
if((C.name == oldtarget_name) && (world.time < last_found + 100))
continue
threatlevel = C.assess_threat(src, lasercolor)
if(!threatlevel)
continue
else if(threatlevel >= 4)
target = C
oldtarget_name = C.name
speak("Level [threatlevel] infraction alert!")
playsound(loc, pick('sound/voice/ed209_20sec.ogg', 'sound/voice/EDPlaceholder.ogg'), 50, 0)
visible_message("<b>[src]</b> points at [C.name]!")
mode = BOT_HUNT
spawn(0)
handle_automated_action() // ensure bot quickly responds to a perp
break
else
continue
/mob/living/simple_animal/bot/ed209/proc/check_for_weapons(var/obj/item/slot_item)
if(slot_item && slot_item.needs_permit)
return 1
return 0
/mob/living/simple_animal/bot/ed209/explode()
walk_to(src,0)
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
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.add_overlay(image('icons/obj/aibots.dmi', "hs_hole"))
Sa.created_name = name
new /obj/item/device/assembly/prox_sensor(Tsec)
if(!lasercolor)
var/obj/item/weapon/gun/energy/gun/advtaser/G = new /obj/item/weapon/gun/energy/gun/advtaser(Tsec)
G.power_supply.charge = 0
G.update_icon()
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
G.update_icon()
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
G.update_icon()
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_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
..()
/mob/living/simple_animal/bot/ed209/proc/set_weapon() //used to update the projectile type and firing sound
shoot_sound = 'sound/weapons/laser.ogg'
if(emagged == 2)
if(lasercolor)
projectile = /obj/item/projectile/beam/lasertag
else
projectile = /obj/item/projectile/beam
else
if(!lasercolor)
shoot_sound = 'sound/weapons/Taser.ogg'
projectile = /obj/item/projectile/energy/electrode
else if(lasercolor == "b")
projectile = /obj/item/projectile/beam/lasertag/bluetag
else if(lasercolor == "r")
projectile = /obj/item/projectile/beam/lasertag/redtag
/mob/living/simple_animal/bot/ed209/proc/shootAt(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(!projectile)
return
if(!(istype(U, /turf)))
return
var/obj/item/projectile/A = new projectile (loc)
playsound(loc, shoot_sound, 50, 1)
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
A.fire()
/mob/living/simple_animal/bot/ed209/attack_alien(mob/living/carbon/alien/user)
..()
if(!isalien(target))
target = user
mode = BOT_HUNT
/mob/living/simple_animal/bot/ed209/emp_act(severity)
if(severity==2 && prob(70))
..(severity-1)
else
PoolOrNew(/obj/effect/overlay/temp/emp, loc)
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 < 2)
emagged = 2
set_weapon()
shootAt(toshoot)
emagged = 0
set_weapon()
else
shootAt(toshoot)
else if(prob(50))
if(targets.len)
var/mob/toarrest = pick(targets)
if(toarrest)
target = toarrest
mode = BOT_HUNT
/mob/living/simple_animal/bot/ed209/bullet_act(obj/item/projectile/Proj)
if(!disabled)
var/lasertag_check = 0
if((lasercolor == "b"))
if(istype(Proj, /obj/item/projectile/beam/lasertag/redtag))
lasertag_check++
else if((lasercolor == "r"))
if(istype(Proj, /obj/item/projectile/beam/lasertag/bluetag))
lasertag_check++
if(lasertag_check)
icon_state = "[lasercolor]ed2090"
disabled = 1
target = null
spawn(100)
disabled = 0
icon_state = "[lasercolor]ed2091"
return 1
else
..(Proj)
else
..(Proj)
/mob/living/simple_animal/bot/ed209/bluetag
lasercolor = "b"
/mob/living/simple_animal/bot/ed209/redtag
lasercolor = "r"
/mob/living/simple_animal/bot/ed209/UnarmedAttack(atom/A)
if(!on)
return
if(iscarbon(A))
var/mob/living/carbon/C = A
if(!C.stunned || arrest_type)
stun_attack(A)
else if(C.canBeHandcuffed() && !C.handcuffed)
cuff(A)
else
..()
/mob/living/simple_animal/bot/ed209/RangedAttack(atom/A)
if(!on)
return
shootAt(A)
/mob/living/simple_animal/bot/ed209/proc/stun_attack(mob/living/carbon/C)
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
icon_state = "[lasercolor]ed209-c"
spawn(2)
icon_state = "[lasercolor]ed209[on]"
var/threat = 5
if(istype(C, /mob/living/carbon/human))
C.stuttering = 5
C.Stun(5)
C.Weaken(5)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(src)
else
C.Weaken(5)
C.stuttering = 5
C.Stun(5)
add_logs(src,C,"stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
C.visible_message("<span class='danger'>[src] has stunned [C]!</span>",\
"<span class='userdanger'>[src] has stunned you!</span>")
/mob/living/simple_animal/bot/ed209/proc/cuff(mob/living/carbon/C)
mode = BOT_ARREST
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
spawn(60)
if( !Adjacent(C) || !isturf(C.loc) ) //if he's in a closet or not adjacent, we cancel cuffing.
return
if(!C.handcuffed)
C.handcuffed = new /obj/item/weapon/restraints/handcuffs/cable/zipties/used(C)
C.update_handcuffed()
back_to_idle()
@@ -0,0 +1,396 @@
//Floorbot
/mob/living/simple_animal/bot/floorbot
name = "\improper Floorbot"
desc = "A little floor repairing robot, he looks so excited!"
icon = 'icons/obj/aibots.dmi'
icon_state = "floorbot0"
density = 0
anchored = 0
health = 25
maxHealth = 25
radio_key = /obj/item/device/encryptionkey/headset_eng
radio_channel = "Engineering"
bot_type = FLOOR_BOT
model = "Floorbot"
bot_core = /obj/machinery/bot_core/floorbot
window_id = "autofloor"
window_name = "Automatic Station Floor Repairer v1.1"
var/process_type //Determines what to do when process_scan() recieves a target. See process_scan() for details.
var/targetdirection
var/replacetiles = 0
var/placetiles = 0
var/specialtiles = 0
var/maxtiles = 100
var/obj/item/stack/tile/tiletype
var/fixfloors = 0
var/autotile = 0
var/max_targets = 50
var/turf/target
var/oldloc = null
#define HULL_BREACH 1
#define LINE_SPACE_MODE 2
#define FIX_TILE 3
#define AUTO_TILE 4
#define PLACE_TILE 5
#define REPLACE_TILE 6
#define TILE_EMAG 7
/mob/living/simple_animal/bot/floorbot/New()
..()
update_icon()
var/datum/job/engineer/J = new/datum/job/engineer
access_card.access += J.get_access()
prev_access = access_card.access
/mob/living/simple_animal/bot/floorbot/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/bot/floorbot/turn_on()
. = ..()
update_icon()
/mob/living/simple_animal/bot/floorbot/turn_off()
..()
update_icon()
/mob/living/simple_animal/bot/floorbot/bot_reset()
..()
target = null
oldloc = null
ignore_list = list()
anchored = 0
update_icon()
/mob/living/simple_animal/bot/floorbot/set_custom_texts()
text_hack = "You corrupt [name]'s construction protocols."
text_dehack = "You detect errors in [name] and reset his programming."
text_dehack_fail = "[name] is not responding to reset commands!"
/mob/living/simple_animal/bot/floorbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += "<TT><B>Floor Repairer Controls v1.1</B></TT><BR><BR>"
dat += "Status: <A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel panel is [open ? "opened" : "closed"]<BR>"
dat += "Special tiles: "
if(specialtiles)
dat += "<A href='?src=\ref[src];operation=eject'>Loaded \[[specialtiles]/[maxtiles]\]</a><BR>"
else
dat += "None Loaded<BR>"
dat += "Behaviour controls are [locked ? "locked" : "unlocked"]<BR>"
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += "Add tiles to new hull plating: <A href='?src=\ref[src];operation=autotile'>[autotile ? "Yes" : "No"]</A><BR>"
dat += "Place floor tiles: <A href='?src=\ref[src];operation=place'>[placetiles ? "Yes" : "No"]</A><BR>"
dat += "Replace existing floor tiles with custom tiles: <A href='?src=\ref[src];operation=replace'>[replacetiles ? "Yes" : "No"]</A><BR>"
dat += "Repair damaged tiles and platings: <A href='?src=\ref[src];operation=fix'>[fixfloors ? "Yes" : "No"]</A><BR>"
dat += "Traction Magnets: <A href='?src=\ref[src];operation=anchor'>[anchored ? "Engaged" : "Disengaged"]</A><BR>"
dat += "Patrol Station: <A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "Yes" : "No"]</A><BR>"
var/bmode
if(targetdirection)
bmode = dir2text(targetdirection)
else
bmode = "disabled"
dat += "Line Mode : <A href='?src=\ref[src];operation=linemode'>[bmode]</A><BR>"
return dat
/mob/living/simple_animal/bot/floorbot/attackby(obj/item/W , mob/user, params)
if(istype(W, /obj/item/stack/tile/plasteel))
user << "<span class='notice'>The floorbot can produce normal tiles itself.</span>"
return
if(specialtiles && istype(W, /obj/item/stack/tile))
var/obj/item/stack/tile/usedtile = W
if(usedtile.type != tiletype)
user << "<span class='warning'>Different custom tiles are already inside the floorbot.</span>"
return
if(istype(W, /obj/item/stack/tile))
if(specialtiles >= maxtiles)
return
var/obj/item/stack/tile/tiles = W //used only to get the amount
tiletype = W.type
var/loaded = min(maxtiles-specialtiles, tiles.amount)
tiles.use(loaded)
specialtiles += loaded
if(loaded > 0)
user << "<span class='notice'>You load [loaded] tiles into the floorbot. It now contains [specialtiles] tiles.</span>"
else
user << "<span class='warning'>You need at least one floor tile to put into [src]!</span>"
else
..()
/mob/living/simple_animal/bot/floorbot/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
user << "<span class='danger'>[src] buzzes and beeps.</span>"
/mob/living/simple_animal/bot/floorbot/Topic(href, href_list)
if(..())
return 1
switch(href_list["operation"])
if("replace")
replacetiles = !replacetiles
if("place")
placetiles = !placetiles
if("fix")
fixfloors = !fixfloors
if("autotile")
autotile = !autotile
if("anchor")
anchored = !anchored
if("eject")
if(specialtiles && tiletype != null)
empty_tiles()
if("linemode")
var/setdir = input("Select construction direction:") as null|anything in list("north","east","south","west","disable")
switch(setdir)
if("north")
targetdirection = 1
if("south")
targetdirection = 2
if("east")
targetdirection = 4
if("west")
targetdirection = 8
if("disable")
targetdirection = null
update_controls()
/mob/living/simple_animal/bot/floorbot/proc/empty_tiles()
var/turf/Tsec = get_turf(src)
while(specialtiles > initial(tiletype.max_amount))
new tiletype(Tsec,initial(tiletype.max_amount))
specialtiles -= initial(tiletype.max_amount)
new tiletype(Tsec,specialtiles)
specialtiles = 0
tiletype = null
/mob/living/simple_animal/bot/floorbot/handle_automated_action()
if(!..())
return
if(mode == BOT_REPAIRING)
return
if(prob(5))
audible_message("[src] makes an excited booping beeping sound!")
//Normal scanning procedure. We have tiles loaded, are not emagged.
if(!target && emagged < 2)
if(targetdirection != null) //The bot is in line mode.
var/turf/T = get_step(src, targetdirection)
if(istype(T, /turf/open/space)) //Check for space
target = T
process_type = LINE_SPACE_MODE
if(istype(T, /turf/open/floor)) //Check for floor
target = T
if(!target)
process_type = HULL_BREACH //Ensures the floorbot does not try to "fix" space areas or shuttle docking zones.
target = scan(/turf/open/space)
if(!target && placetiles) //Finds a floor without a tile and gives it one.
process_type = PLACE_TILE //The target must be the floor and not a tile. The floor must not already have a floortile.
target = scan(/turf/open/floor)
if(!target && fixfloors) //Repairs damaged floors and tiles.
process_type = FIX_TILE
target = scan(/turf/open/floor)
if(!target && replacetiles && specialtiles > 0) //Replace a floor tile with custom tile
process_type = REPLACE_TILE //The target must be a tile. The floor must already have a floortile.
target = scan(/turf/open/floor)
if(!target && emagged == 2) //We are emagged! Time to rip up the floors!
process_type = TILE_EMAG
target = scan(/turf/open/floor)
if(!target)
if(auto_patrol)
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
if(target)
if(path.len == 0)
if(!istype(target, /turf/))
var/turf/TL = get_turf(target)
path = get_path_to(src, TL, /turf/proc/Distance_cardinal, 0, 30, id=access_card,simulated_only = 0)
else
path = get_path_to(src, target, /turf/proc/Distance_cardinal, 0, 30, id=access_card,simulated_only = 0)
if(!bot_move(target))
add_to_ignore(target)
target = null
mode = BOT_IDLE
return
else if( !bot_move(target) )
target = null
mode = BOT_IDLE
return
if(loc == target || loc == target.loc)
if(check_bot(target)) //Target is not defined at the parent
shuffle = TRUE
if(prob(50)) //50% chance to still try to repair so we dont end up with 2 floorbots failing to fix the last breach
target = null
path = list()
return
if(istype(target, /turf/) && emagged < 2)
repair(target)
else if(emagged == 2 && istype(target,/turf/open/floor))
var/turf/open/floor/F = target
anchored = 1
mode = BOT_REPAIRING
F.ReplaceWithLattice()
audible_message("<span class='danger'>[src] makes an excited booping sound.</span>")
spawn(5)
anchored = 0
mode = BOT_IDLE
target = null
path = list()
return
oldloc = loc
/mob/living/simple_animal/bot/floorbot/proc/is_hull_breach(turf/t) //Ignore space tiles not considered part of a structure, also ignores shuttle docking areas.
var/area/t_area = get_area(t)
if(t_area && (t_area.name == "Space" || findtext(t_area.name, "huttle")))
return 0
else
return 1
//Floorbots, having several functions, need sort out special conditions here.
/mob/living/simple_animal/bot/floorbot/process_scan(scan_target)
var/result
var/turf/open/floor/F
switch(process_type)
if(HULL_BREACH) //The most common job, patching breaches in the station's hull.
if(is_hull_breach(scan_target)) //Ensure that the targeted space turf is actually part of the station, and not random space.
result = scan_target
anchored = 1 //Prevent the floorbot being blown off-course while trying to reach a hull breach.
if(LINE_SPACE_MODE) //Space turfs in our chosen direction are considered.
if(get_dir(src, scan_target) == targetdirection)
result = scan_target
anchored = 1
if(PLACE_TILE)
F = scan_target
if(istype(F, /turf/open/floor/plating)) //The floor must not already have a tile.
result = F
if(REPLACE_TILE)
F = scan_target
if(istype(F, /turf/open/floor) && !istype(F, /turf/open/floor/plating)) //The floor must already have a tile.
result = F
if(FIX_TILE) //Selects only damaged floors.
F = scan_target
if(istype(F) && (F.broken || F.burnt))
result = F
if(TILE_EMAG) //Emag mode! Rip up the floor and cause breaches to space!
F = scan_target
if(!istype(F, /turf/open/floor/plating))
result = F
else //If no special processing is needed, simply return the result.
result = scan_target
return result
/mob/living/simple_animal/bot/floorbot/proc/repair(turf/target_turf)
if(istype(target_turf, /turf/open/space/))
//Must be a hull breach or in line mode to continue.
if(!is_hull_breach(target_turf) && !targetdirection)
target = null
return
else if(!istype(target_turf, /turf/open/floor))
return
if(istype(target_turf, /turf/open/space/)) //If we are fixing an area not part of pure space, it is
anchored = 1
icon_state = "floorbot-c"
visible_message("<span class='notice'>[targetdirection ? "[src] begins installing a bridge plating." : "[src] begins to repair the hole."] </span>")
mode = BOT_REPAIRING
sleep(50)
if(mode == BOT_REPAIRING && src.loc == target_turf)
if(autotile) //Build the floor and include a tile.
target_turf.ChangeTurf(/turf/open/floor/plasteel)
else //Build a hull plating without a floor tile.
target_turf.ChangeTurf(/turf/open/floor/plating)
else
var/turf/open/floor/F = target_turf
if(F.type != initial(tiletype.turf_type) && (F.broken || F.burnt || istype(F, /turf/open/floor/plating)) || F.type == (initial(tiletype.turf_type) && (F.broken || F.burnt)))
anchored = 1
icon_state = "floorbot-c"
mode = BOT_REPAIRING
visible_message("<span class='notice'>[src] begins repairing the floor.</span>")
sleep(50)
if(mode == BOT_REPAIRING && F && src.loc == F)
F.broken = 0
F.burnt = 0
F.ChangeTurf(/turf/open/floor/plasteel)
if(replacetiles && F.type != initial(tiletype.turf_type) && specialtiles && !istype(F, /turf/open/floor/plating))
anchored = 1
icon_state = "floorbot-c"
mode = BOT_REPAIRING
visible_message("<span class='notice'>[src] begins replacing the floor tiles.</span>")
sleep(50)
if(mode == BOT_REPAIRING && F && src.loc == F)
F.broken = 0
F.burnt = 0
F.ChangeTurf(initial(tiletype.turf_type))
specialtiles -= 1
if(specialtiles == 0)
speak("Requesting refill of custom floortiles to continue replacing.")
mode = BOT_IDLE
update_icon()
anchored = 0
target = null
/mob/living/simple_animal/bot/floorbot/update_icon()
icon_state = "floorbot[on]"
/mob/living/simple_animal/bot/floorbot/explode()
on = 0
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
var/obj/item/weapon/storage/toolbox/mechanical/N = new /obj/item/weapon/storage/toolbox/mechanical(Tsec)
N.contents = list()
new /obj/item/device/assembly/prox_sensor(Tsec)
if(specialtiles && tiletype != null)
empty_tiles()
if(prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/obj/item/stack/tile/plasteel/T = new (Tsec)
T.amount = 1
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
..()
/obj/machinery/bot_core/floorbot
req_one_access = list(access_construction, access_robotics)
/mob/living/simple_animal/bot/floorbot/UnarmedAttack(atom/A)
if(isturf(A))
repair(A)
else
..()
@@ -0,0 +1,526 @@
//MEDBOT
//MEDBOT PATHFINDING
//MEDBOT ASSEMBLY
/mob/living/simple_animal/bot/medbot
name = "\improper Medibot"
desc = "A little medical robot. He looks somewhat underwhelmed."
icon = 'icons/obj/aibots.dmi'
icon_state = "medibot0"
density = 0
anchored = 0
health = 20
maxHealth = 20
pass_flags = PASSMOB
radio_key = /obj/item/device/encryptionkey/headset_med
radio_channel = "Medical"
bot_type = MED_BOT
model = "Medibot"
bot_core_type = /obj/machinery/bot_core/medbot
window_id = "automed"
window_name = "Automatic Medical Unit v1.1"
data_hud_type = DATA_HUD_MEDICAL_ADVANCED
var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
var/mob/living/carbon/patient = null
var/mob/living/carbon/oldpatient = null
var/oldloc = null
var/last_found = 0
var/last_newpatient_speak = 0 //Don't spam the "HEY I'M COMING" messages
var/injection_amount = 15 //How much reagent do we inject at a time?
var/heal_threshold = 10 //Start healing when they have this much damage in a category
var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
var/declare_crit = 1 //If active, the bot will transmit a critical patient alert to MedHUD users.
var/declare_cooldown = 0 //Prevents spam of critical patient alerts.
var/stationary_mode = 0 //If enabled, the Medibot will not move automatically.
//Setting which reagents to use to treat what by default. By id.
var/treatment_brute = "bicaridine"
var/treatment_oxy = "dexalin"
var/treatment_fire = "kelotane"
var/treatment_tox = "antitoxin"
var/treatment_virus = "spaceacillin"
var/treat_virus = 1 //If on, the bot will attempt to treat viral infections, curing them if possible.
var/shut_up = 0 //self explanatory :)
/mob/living/simple_animal/bot/medbot/mysterious
name = "\improper Mysterious Medibot"
desc = "International Medibot of mystery."
skin = "bezerk"
treatment_oxy = "tricordrazine"
treatment_brute = "tricordrazine"
treatment_fire = "tricordrazine"
treatment_tox = "tricordrazine"
/mob/living/simple_animal/bot/medbot/derelict
name = "\improper Old Medibot"
desc = "Looks like it hasn't been modified since the late 2080s."
skin = "bezerk"
heal_threshold = 0
declare_crit = 0
treatment_oxy = "pancuronium"
treatment_brute = "pancuronium"
treatment_fire = "sodium_thiopental"
treatment_tox = "sodium_thiopental"
/mob/living/simple_animal/bot/medbot/update_icon()
if(!on)
icon_state = "medibot0"
return
if(mode == BOT_HEALING)
icon_state = "medibots[stationary_mode]"
return
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
icon_state = "medibot2"
else
icon_state = "medibot1"
/mob/living/simple_animal/bot/medbot/New()
..()
update_icon()
spawn(4)
if(skin)
add_overlay(image('icons/obj/aibots.dmi', "medskin_[skin]"))
var/datum/job/doctor/J = new/datum/job/doctor
access_card.access += J.get_access()
prev_access = access_card.access
/mob/living/simple_animal/bot/medbot/bot_reset()
..()
patient = null
oldpatient = null
oldloc = null
last_found = world.time
declare_cooldown = 0
update_icon()
/mob/living/simple_animal/bot/medbot/proc/soft_reset() //Allows the medibot to still actively perform its medical duties without being completely halted as a hard reset does.
path = list()
patient = null
mode = BOT_IDLE
last_found = world.time
update_icon()
/mob/living/simple_animal/bot/medbot/set_custom_texts()
text_hack = "You corrupt [name]'s reagent processor circuits."
text_dehack = "You reset [name]'s reagent processor circuits."
text_dehack_fail = "[name] seems damaged and does not respond to reprogramming!"
/mob/living/simple_animal/bot/medbot/attack_paw(mob/user)
return attack_hand(user)
/mob/living/simple_animal/bot/medbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += "<TT><B>Medical Unit Controls v1.1</B></TT><BR><BR>"
dat += "Status: <A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel panel is [open ? "opened" : "closed"]<BR>"
dat += "Beaker: "
if(reagent_glass)
dat += "<A href='?src=\ref[src];eject=1'>Loaded \[[reagent_glass.reagents.total_volume]/[reagent_glass.reagents.maximum_volume]\]</a>"
else
dat += "None Loaded"
dat += "<br>Behaviour controls are [locked ? "locked" : "unlocked"]<hr>"
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += "<TT>Healing Threshold: "
dat += "<a href='?src=\ref[src];adj_threshold=-10'>--</a> "
dat += "<a href='?src=\ref[src];adj_threshold=-5'>-</a> "
dat += "[heal_threshold] "
dat += "<a href='?src=\ref[src];adj_threshold=5'>+</a> "
dat += "<a href='?src=\ref[src];adj_threshold=10'>++</a>"
dat += "</TT><br>"
dat += "<TT>Injection Level: "
dat += "<a href='?src=\ref[src];adj_inject=-5'>-</a> "
dat += "[injection_amount] "
dat += "<a href='?src=\ref[src];adj_inject=5'>+</a> "
dat += "</TT><br>"
dat += "Reagent Source: "
dat += "<a href='?src=\ref[src];use_beaker=1'>[use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
dat += "Treat Viral Infections: <a href='?src=\ref[src];virus=1'>[treat_virus ? "Yes" : "No"]</a><br>"
dat += "The speaker switch is [shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a><br>"
dat += "Critical Patient Alerts: <a href='?src=\ref[src];critalerts=1'>[declare_crit ? "Yes" : "No"]</a><br>"
dat += "Patrol Station: <a href='?src=\ref[src];operation=patrol'>[auto_patrol ? "Yes" : "No"]</a><br>"
dat += "Stationary Mode: <a href='?src=\ref[src];stationary=1'>[stationary_mode ? "Yes" : "No"]</a><br>"
return dat
/mob/living/simple_animal/bot/medbot/Topic(href, href_list)
if(..())
return 1
if(href_list["adj_threshold"])
var/adjust_num = text2num(href_list["adj_threshold"])
heal_threshold += adjust_num
if(heal_threshold < 5)
heal_threshold = 5
if(heal_threshold > 75)
heal_threshold = 75
else if(href_list["adj_inject"])
var/adjust_num = text2num(href_list["adj_inject"])
injection_amount += adjust_num
if(injection_amount < 5)
injection_amount = 5
if(injection_amount > 15)
injection_amount = 15
else if(href_list["use_beaker"])
use_beaker = !use_beaker
else if(href_list["eject"] && (!isnull(reagent_glass)))
reagent_glass.loc = get_turf(src)
reagent_glass = null
else if(href_list["togglevoice"])
shut_up = !shut_up
else if(href_list["critalerts"])
declare_crit = !declare_crit
else if(href_list["stationary"])
stationary_mode = !stationary_mode
path = list()
update_icon()
else if(href_list["virus"])
treat_virus = !treat_virus
update_controls()
return
/mob/living/simple_animal/bot/medbot/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
. = 1 //no afterattack
if(locked)
user << "<span class='warning'>You cannot insert a beaker because the panel is locked!</span>"
return
if(!isnull(reagent_glass))
user << "<span class='warning'>There is already a beaker loaded!</span>"
return
if(!user.drop_item())
return
W.loc = src
reagent_glass = W
user << "<span class='notice'>You insert [W].</span>"
show_controls(user)
else
var/current_health = health
..()
if(health < current_health) //if medbot took some damage
step_to(src, (get_step_away(src,user)))
/mob/living/simple_animal/bot/medbot/emag_act(mob/user)
..()
if(emagged == 2)
declare_crit = 0
if(user)
user << "<span class='notice'>You short out [src]'s reagent synthesis circuits.</span>"
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
flick("medibot_spark", src)
if(user)
oldpatient = user
/mob/living/simple_animal/bot/medbot/process_scan(mob/living/carbon/human/H)
if(H.stat == 2)
return
if((H == oldpatient) && (world.time < last_found + 200))
return
if(assess_patient(H))
last_found = world.time
if((last_newpatient_speak + 300) < world.time) //Don't spam these messages!
var/message = pick("Hey, [H.name]! Hold on, I'm coming.","Wait [H.name]! I want to help!","[H.name], you appear to be injured!")
speak(message)
last_newpatient_speak = world.time
return H
else
return
/mob/living/simple_animal/bot/medbot/handle_automated_action()
if(!..())
return
if(mode == BOT_HEALING)
return
if(stunned)
icon_state = "medibota"
stunned--
oldpatient = patient
patient = null
mode = BOT_IDLE
if(stunned <= 0)
update_icon()
stunned = 0
return
if(frustration > 8)
oldpatient = patient
soft_reset()
if(!patient)
if(!shut_up && prob(1))
var/message = pick("Radar, put a mask on!","There's always a catch, and it's the best there is.","I knew it, I should've been a plastic surgeon.","What kind of medbay is this? Everyone's dropping like dead flies.","Delicious!")
speak(message)
var/scan_range = (stationary_mode ? 1 : DEFAULT_SCAN_RANGE) //If in stationary mode, scan range is limited to adjacent patients.
patient = scan(/mob/living/carbon/human, oldpatient, scan_range)
oldpatient = patient
if(patient && (get_dist(src,patient) <= 1)) //Patient is next to us, begin treatment!
if(mode != BOT_HEALING)
mode = BOT_HEALING
update_icon()
frustration = 0
medicate_patient(patient)
return
//Patient has moved away from us!
else if(patient && path.len && (get_dist(patient,path[path.len]) > 2))
path = list()
mode = BOT_IDLE
last_found = world.time
else if(stationary_mode && patient) //Since we cannot move in this mode, ignore the patient and wait for another.
soft_reset()
return
if(patient && path.len == 0 && (get_dist(src,patient) > 1))
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,id=access_card)
mode = BOT_MOVING
if(!path.len) //try to get closer if you can't reach the patient directly
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,1,id=access_card)
if(!path.len) //Do not chase a patient we cannot reach.
soft_reset()
if(path.len > 0 && patient)
if(!bot_move(path[path.len]))
oldpatient = patient
soft_reset()
return
if(path.len > 8 && patient)
frustration++
if(auto_patrol && !stationary_mode && !patient)
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
return
/mob/living/simple_animal/bot/medbot/proc/assess_patient(mob/living/carbon/C)
//Time to see if they need medical help!
if(C.stat == 2)
return 0 //welp too late for them!
if(C.suiciding)
return 0 //Kevorkian school of robotic medical assistants.
if(emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
return 1
if(declare_crit && C.health <= 0) //Critical condition! Call for help!
declare(C)
//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
if((reagent_glass) && (use_beaker) && ((C.getBruteLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getOxyLoss() >= (heal_threshold + 15))))
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!C.reagents.has_reagent(R.id))
return 1
//They're injured enough for it!
if((C.getBruteLoss() >= heal_threshold) && (!C.reagents.has_reagent(treatment_brute)))
return 1 //If they're already medicated don't bother!
if((C.getOxyLoss() >= (15 + heal_threshold)) && (!C.reagents.has_reagent(treatment_oxy)))
return 1
if((C.getFireLoss() >= heal_threshold) && (!C.reagents.has_reagent(treatment_fire)))
return 1
if((C.getToxLoss() >= heal_threshold) && (!C.reagents.has_reagent(treatment_tox)))
return 1
if(treat_virus)
for(var/datum/disease/D in C.viruses)
//the medibot can't detect viruses that are undetectable to Health Analyzers or Pandemic machines.
if(D.visibility_flags & HIDDEN_SCANNER || D.visibility_flags & HIDDEN_PANDEMIC)
return 0
if(D.severity == NONTHREAT) // medibot doesn't try to heal truly harmless viruses
return 0
if((D.stage > 1) || (D.spread_flags & AIRBORNE)) // medibot can't detect a virus in its initial stage unless it spreads airborne.
if(!C.reagents.has_reagent(treatment_virus))
return 1 //STOP DISEASE FOREVER
return 0
/mob/living/simple_animal/bot/medbot/UnarmedAttack(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
patient = C
mode = BOT_HEALING
update_icon()
medicate_patient(C)
update_icon()
else
..()
/mob/living/simple_animal/bot/medbot/examinate(atom/A as mob|obj|turf in view())
..()
if(!is_blind(src))
chemscan(src, A)
/mob/living/simple_animal/bot/medbot/proc/medicate_patient(mob/living/carbon/C)
if(!on)
return
if(!istype(C))
oldpatient = patient
soft_reset()
return
if(C.stat == 2)
var/death_message = pick("No! NO!","Live, damnit! LIVE!","I...I've never lost a patient before. Not today, I mean.")
speak(death_message)
oldpatient = patient
soft_reset()
return
var/reagent_id = null
if(emagged == 2) //Emagged! Time to poison everybody.
reagent_id = "toxin"
else
if(treat_virus)
var/virus = 0
for(var/datum/disease/D in C.viruses)
//detectable virus
if((!(D.visibility_flags & HIDDEN_SCANNER)) || (!(D.visibility_flags & HIDDEN_PANDEMIC)))
if(D.severity != NONTHREAT) //virus is harmful
if((D.stage > 1) || (D.spread_flags & AIRBORNE))
virus = 1
if(!reagent_id && (virus))
if(!C.reagents.has_reagent(treatment_virus))
reagent_id = treatment_virus
if(!reagent_id && (C.getBruteLoss() >= heal_threshold))
if(!C.reagents.has_reagent(treatment_brute))
reagent_id = treatment_brute
if(!reagent_id && (C.getOxyLoss() >= (15 + heal_threshold)))
if(!C.reagents.has_reagent(treatment_oxy))
reagent_id = treatment_oxy
if(!reagent_id && (C.getFireLoss() >= heal_threshold))
if(!C.reagents.has_reagent(treatment_fire))
reagent_id = treatment_fire
if(!reagent_id && (C.getToxLoss() >= heal_threshold))
if(!C.reagents.has_reagent(treatment_tox))
reagent_id = treatment_tox
//If the patient is injured but doesn't have our special reagent in them then we should give it to them first
if(reagent_id && use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!C.reagents.has_reagent(R.id))
reagent_id = "internal_beaker"
break
if(!reagent_id) //If they don't need any of that they're probably cured!
var/message = pick("All patched up!","An apple a day keeps me away.","Feel better soon!")
speak(message)
bot_reset()
return
else
if(!emagged && check_overdose(patient,reagent_id,injection_amount))
soft_reset()
return
C.visible_message("<span class='danger'>[src] is trying to inject [patient]!</span>", \
"<span class='userdanger'>[src] is trying to inject you!</span>")
spawn(30)//replace with do mob
if((get_dist(src, patient) <= 1) && (on) && assess_patient(patient))
if(reagent_id == "internal_beaker")
if(use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
var/fraction = min(injection_amount/reagent_glass.reagents.total_volume, 1)
reagent_glass.reagents.reaction(patient, INJECT, fraction)
reagent_glass.reagents.trans_to(patient,injection_amount) //Inject from beaker instead.
else
patient.reagents.add_reagent(reagent_id,injection_amount)
C.visible_message("<span class='danger'>[src] injects [patient] with its syringe!</span>", \
"<span class='userdanger'>[src] injects you with its syringe!</span>")
else
visible_message("[src] retracts its syringe.")
update_icon()
soft_reset()
return
reagent_id = null
return
/mob/living/simple_animal/bot/medbot/proc/check_overdose(mob/living/carbon/patient,reagent_id,injection_amount)
var/datum/reagent/R = chemical_reagents_list[reagent_id]
var/current_volume = patient.reagents.get_reagent_amount(reagent_id)
if(current_volume + injection_amount > R.overdose_threshold)
return 1
return 0
/mob/living/simple_animal/bot/medbot/bullet_act(obj/item/projectile/Proj)
if(Proj.flag == "taser")
stunned = min(stunned+10,20)
..()
/mob/living/simple_animal/bot/medbot/explode()
on = 0
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/storage/firstaid(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/device/healthanalyzer(Tsec)
if(reagent_glass)
reagent_glass.loc = Tsec
reagent_glass = null
if(prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
..()
/mob/living/simple_animal/bot/medbot/proc/declare(crit_patient)
if(declare_cooldown)
return
var/area/location = get_area(src)
speak("Medical emergency! [crit_patient ? "<b>[crit_patient]</b>" : "A patient"] is in critical condition at [location]!",radio_channel)
declare_cooldown = 1
spawn(200) //Twenty seconds
declare_cooldown = 0
/obj/machinery/bot_core/medbot
req_one_access =list(access_medical, access_robotics)
@@ -0,0 +1,751 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Mulebot - carries crates around for Quartermaster
// Navigates via floor navbeacons
// Remote Controlled from QM's PDA
var/global/mulebot_count = 0
#define SIGH 0
#define ANNOYED 1
#define DELIGHT 2
/mob/living/simple_animal/bot/mulebot
name = "\improper MULEbot"
desc = "A Multiple Utility Load Effector bot."
icon_state = "mulebot0"
density = 1
anchored = 1
animate_movement=1
health = 50
maxHealth = 50
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
a_intent = "harm" //No swapping
buckle_lying = 0
mob_size = MOB_SIZE_LARGE
radio_key = /obj/item/device/encryptionkey/headset_cargo
radio_channel = "Supply"
bot_type = MULE_BOT
model = "MULE"
bot_core_type = /obj/machinery/bot_core/mulebot
suffix = ""
var/atom/movable/load = null
var/mob/living/passenger = null
var/turf/target // this is turf to navigate to (location of beacon)
var/loaddir = 0 // this the direction to unload onto/load from
var/home_destination = "" // tag of home beacon
var/reached_target = 1 //true if already reached the target
var/auto_return = 1 // true if auto return to home beacon after unload
var/auto_pickup = 1 // true if auto-pickup at beacon
var/report_delivery = 1 // true if bot will announce an arrival to a location.
var/obj/item/weapon/stock_parts/cell/cell
var/bloodiness = 0
/mob/living/simple_animal/bot/mulebot/New()
..()
wires = new /datum/wires/mulebot(src)
var/datum/job/cargo_tech/J = new/datum/job/cargo_tech
access_card.access = J.get_access()
prev_access = access_card.access
cell = new(src)
cell.charge = 2000
cell.maxcharge = 2000
spawn(10) // must wait for map loading to finish
mulebot_count += 1
if(!suffix)
set_suffix("#[mulebot_count]")
/mob/living/simple_animal/bot/mulebot/Destroy()
unload(0)
qdel(wires)
wires = null
return ..()
/mob/living/simple_animal/bot/mulebot/proc/set_suffix(suffix)
src.suffix = suffix
if(paicard)
bot_name = "\improper MULEbot ([suffix])"
else
name = "\improper MULEbot ([suffix])"
/mob/living/simple_animal/bot/mulebot/bot_reset()
..()
reached_target = 0
/mob/living/simple_animal/bot/mulebot/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
..()
if(open)
on = FALSE
else if(istype(I,/obj/item/weapon/stock_parts/cell) && open && !cell)
if(!user.drop_item())
return
var/obj/item/weapon/stock_parts/cell/C = I
C.loc = src
cell = C
visible_message("[user] inserts a cell into [src].",
"<span class='notice'>You insert the new cell into [src].</span>")
else if(istype(I, /obj/item/weapon/crowbar) && open && cell)
cell.add_fingerprint(usr)
cell.loc = loc
cell = null
visible_message("[user] crowbars out the power cell from [src].",
"<span class='notice'>You pry the powercell out of [src].</span>")
else if(is_wire_tool(I) && open)
return attack_hand(user)
else if(load && ismob(load)) // chance to knock off rider
if(prob(1 + I.force * 2))
unload(0)
user.visible_message("<span class='danger'>[user] knocks [load] off [src] with \the [I]!</span>",
"<span class='danger'>You knock [load] off [src] with \the [I]!</span>")
else
user << "<span class='warning'>You hit [src] with \the [I] but to no effect!</span>"
..()
else
..()
update_icon()
return
/mob/living/simple_animal/bot/mulebot/emag_act(mob/user)
if(emagged < 1)
emagged = 1
if(!open)
locked = !locked
user << "<span class='notice'>You [locked ? "lock" : "unlock"] the [src]'s controls!</span>"
flick("mulebot-emagged", src)
playsound(loc, 'sound/effects/sparks1.ogg', 100, 0)
/mob/living/simple_animal/bot/mulebot/update_icon()
if(open)
icon_state="mulebot-hatch"
else
icon_state = "mulebot[wires.is_cut(WIRE_AVOIDANCE)]"
cut_overlays()
if(load && !ismob(load))//buckling handles the mob offsets
load.pixel_y = initial(load.pixel_y) + 9
if(load.layer < layer)
load.layer = layer + 0.01
add_overlay(load)
return
/mob/living/simple_animal/bot/mulebot/ex_act(severity)
unload(0)
switch(severity)
if(1)
qdel(src)
if(2)
for(var/i = 1; i < 3; i++)
wires.cut_random()
if(3)
wires.cut_random()
return
/mob/living/simple_animal/bot/mulebot/bullet_act(obj/item/projectile/Proj)
if(..())
if(prob(50) && !isnull(load))
unload(0)
if(prob(25))
visible_message("<span class='danger'>Something shorts out inside [src]!</span>")
wires.cut_random()
/mob/living/simple_animal/bot/mulebot/interact(mob/user)
if(open && !istype(user, /mob/living/silicon/ai))
wires.interact(user)
else
if(wires.is_cut(WIRE_RX) && istype(user, /mob/living/silicon/ai))
return
ui_interact(user)
/mob/living/simple_animal/bot/mulebot/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
datum/tgui/master_ui = null, datum/ui_state/state = default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "mulebot", name, 600, 375, master_ui, state)
ui.open()
/mob/living/simple_animal/bot/mulebot/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["locked"] = locked
data["siliconUser"] = user.has_unlimited_silicon_privilege
data["mode"] = mode ? mode_name[mode] : "Ready"
data["modeStatus"] = ""
switch(mode)
if(BOT_IDLE, BOT_DELIVER, BOT_GO_HOME)
data["modeStatus"] = "good"
if(BOT_BLOCKED, BOT_NAV, BOT_WAIT_FOR_NAV)
data["modeStatus"] = "average"
if(BOT_NO_ROUTE)
data["modeStatus"] = "bad"
else
data["load"] = load ? load.name : null
data["destination"] = destination ? destination : null
data["cell"] = cell ? TRUE : FALSE
data["cellPercent"] = cell ? cell.percent() : null
data["autoReturn"] = auto_return
data["autoPickup"] = auto_pickup
data["reportDelivery"] = report_delivery
data["haspai"] = paicard ? TRUE : FALSE
return data
/mob/living/simple_animal/bot/mulebot/ui_act(action, params)
if(..() || (locked && !usr.has_unlimited_silicon_privilege))
return
switch(action)
if("lock")
if(usr.has_unlimited_silicon_privilege)
locked = !locked
. = TRUE
if("power")
if(on)
turn_off()
else if(cell && !open)
if(!turn_on())
usr << "<span class='warning'>You can't switch on [src]!</span>"
return
. = TRUE
else
bot_control(action, usr) // Kill this later.
. = TRUE
/mob/living/simple_animal/bot/mulebot/bot_control(command, mob/user, pda = 0)
if(pda && wires.is_cut(WIRE_RX)) // MULE wireless is controlled by wires.
return
switch(command)
if("stop")
if(mode >= BOT_DELIVER)
bot_reset()
if("go")
if(mode == BOT_IDLE)
start()
if("home")
if(mode == BOT_IDLE || mode == BOT_DELIVER)
start_home()
if("destination")
var/new_dest = input(user, "Enter Destination:", name, destination) as null|anything in deliverybeacontags
if(new_dest)
set_destination(new_dest)
if("setid")
var/new_id = stripped_input(user, "Enter ID:", name, suffix, MAX_NAME_LEN)
if(new_id)
set_suffix(new_id)
if("sethome")
var/new_home = input(user, "Enter Home:", name, home_destination) as null|anything in deliverybeacontags
if(new_home)
home_destination = new_home
if("unload")
if(load && mode != BOT_HUNT)
if(loc == target)
unload(loaddir)
else
unload(0)
if("autoret")
auto_return = !auto_return
if("autopick")
auto_pickup = !auto_pickup
if("report")
report_delivery = !report_delivery
if("ejectpai")
ejectpairemote(user)
// TODO: remove this; PDAs currently depend on it
/mob/living/simple_animal/bot/mulebot/get_controls(mob/user)
var/ai = issilicon(user)
var/dat
dat += "<h3>Multiple Utility Load Effector Mk. V</h3>"
dat += "<b>ID:</b> [suffix]<BR>"
dat += "<b>Power:</b> [on ? "On" : "Off"]<BR>"
dat += "<h3>Status</h3>"
dat += "<div class='statusDisplay'>"
switch(mode)
if(BOT_IDLE)
dat += "<span class='good'>Ready</span>"
if(BOT_DELIVER)
dat += "<span class='good'>[mode_name[BOT_DELIVER]]</span>"
if(BOT_GO_HOME)
dat += "<span class='good'>[mode_name[BOT_GO_HOME]]</span>"
if(BOT_BLOCKED)
dat += "<span class='average'>[mode_name[BOT_BLOCKED]]</span>"
if(BOT_NAV,BOT_WAIT_FOR_NAV)
dat += "<span class='average'>[mode_name[BOT_NAV]]</span>"
if(BOT_NO_ROUTE)
dat += "<span class='bad'>[mode_name[BOT_NO_ROUTE]]</span>"
dat += "</div>"
dat += "<b>Current Load:</b> [load ? load.name : "<i>none</i>"]<BR>"
dat += "<b>Destination:</b> [!destination ? "<i>none</i>" : destination]<BR>"
dat += "<b>Power level:</b> [cell ? cell.percent() : 0]%"
if(locked && !ai && !IsAdminGhost(user))
dat += "&nbsp;<br /><div class='notice'>Controls are locked</div><A href='byond://?src=\ref[src];op=unlock'>Unlock Controls</A>"
else
dat += "&nbsp;<br /><div class='notice'>Controls are unlocked</div><A href='byond://?src=\ref[src];op=lock'>Lock Controls</A><BR><BR>"
dat += "<A href='byond://?src=\ref[src];op=power'>Toggle Power</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=stop'>Stop</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=go'>Proceed</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=home'>Return to Home</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=destination'>Set Destination</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=setid'>Set Bot ID</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=sethome'>Set Home</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=autoret'>Toggle Auto Return Home</A> ([auto_return ? "On":"Off"])<BR>"
dat += "<A href='byond://?src=\ref[src];op=autopick'>Toggle Auto Pickup Crate</A> ([auto_pickup ? "On":"Off"])<BR>"
dat += "<A href='byond://?src=\ref[src];op=report'>Toggle Delivery Reporting</A> ([report_delivery ? "On" : "Off"])<BR>"
if(load)
dat += "<A href='byond://?src=\ref[src];op=unload'>Unload Now</A><BR>"
dat += "<div class='notice'>The maintenance hatch is closed.</div>"
return dat
// returns true if the bot has power
/mob/living/simple_animal/bot/mulebot/proc/has_power()
return !open && cell && cell.charge > 0 && (!wires.is_cut(WIRE_POWER1) && !wires.is_cut(WIRE_POWER2))
/mob/living/simple_animal/bot/mulebot/proc/buzz(type)
switch(type)
if(SIGH)
audible_message("[src] makes a sighing buzz.", "<span class='italics'>You hear an electronic buzzing sound.</span>")
playsound(loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
if(ANNOYED)
audible_message("[src] makes an annoyed buzzing sound.", "<span class='italics'>You hear an electronic buzzing sound.</span>")
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(DELIGHT)
audible_message("[src] makes a delighted ping!", "<span class='italics'>You hear a ping.</span>")
playsound(loc, 'sound/machines/ping.ogg', 50, 0)
// mousedrop a crate to load the bot
// can load anything if hacked
/mob/living/simple_animal/bot/mulebot/MouseDrop_T(atom/movable/AM, mob/user)
if(user.incapacitated() || user.lying)
return
if(!istype(AM))
return
load(AM)
// called to load a crate
/mob/living/simple_animal/bot/mulebot/proc/load(atom/movable/AM)
if(load || AM.anchored)
return
if(!isturf(AM.loc)) //To prevent the loading from stuff from someone's inventory or screen icons.
return
var/obj/structure/closet/crate/CRATE
if(istype(AM,/obj/structure/closet/crate))
CRATE = AM
else
if(!wires.is_cut(WIRE_LOADCHECK))
buzz(SIGH)
return // if not hacked, only allow crates to be loaded
if(CRATE) // if it's a crate, close before loading
CRATE.close()
if(isobj(AM))
var/obj/O = AM
if(O.has_buckled_mobs() || (locate(/mob) in AM)) //can't load non crates objects with mobs buckled to it or inside it.
buzz(SIGH)
return
if(isliving(AM))
if(!load_mob(AM))
return
else
AM.loc = src
load = AM
mode = BOT_IDLE
update_icon()
/mob/living/simple_animal/bot/mulebot/proc/load_mob(mob/living/M)
can_buckle = TRUE
if(buckle_mob(M))
passenger = M
load = M
can_buckle = FALSE
return TRUE
return FALSE
/mob/living/simple_animal/bot/mulebot/post_buckle_mob(mob/living/M)
if(M in buckled_mobs) //post buckling
M.pixel_y = initial(M.pixel_y) + 9
if(M.layer < layer)
M.layer = layer + 0.01
else //post unbuckling
load = null
M.layer = initial(M.layer)
M.pixel_y = initial(M.pixel_y)
// called to unload the bot
// argument is optional direction to unload
// if zero, unload at bot's location
/mob/living/simple_animal/bot/mulebot/proc/unload(dirn)
if(!load)
return
mode = BOT_IDLE
cut_overlays()
unbuckle_all_mobs()
if(load)
load.loc = loc
load.pixel_y = initial(load.pixel_y)
load.layer = initial(load.layer)
if(dirn)
var/turf/T = loc
var/turf/newT = get_step(T,dirn)
if(load.CanPass(load,newT)) //Can't get off onto anything that wouldn't let you pass normally
step(load, dirn)
load = null
/mob/living/simple_animal/bot/mulebot/call_bot()
..()
var/area/dest_area
if(path && path.len)
target = ai_waypoint //Target is the end point of the path, the waypoint set by the AI.
dest_area = get_area(target)
destination = format_text(dest_area.name)
pathset = 1 //Indicates the AI's custom path is initialized.
start()
/mob/living/simple_animal/bot/mulebot/handle_automated_action()
if(!has_power())
on = 0
return
if(on)
var/speed = (wires.is_cut(WIRE_MOTOR1) ? 0 : 1) + (wires.is_cut(WIRE_MOTOR2) ? 0 : 2)
//world << "speed: [speed]"
var/num_steps = 0
switch(speed)
if(0)
// do nothing
if(1)
num_steps = 10
if(2)
num_steps = 5
if(3)
num_steps = 3
if(num_steps)
process_bot()
num_steps--
if(mode != BOT_IDLE)
spawn(0)
for(var/i=num_steps,i>0,i--)
sleep(2)
process_bot()
/mob/living/simple_animal/bot/mulebot/proc/process_bot()
if(!on || client)
return
update_icon()
switch(mode)
if(BOT_IDLE) // idle
return
if(BOT_DELIVER, BOT_GO_HOME, BOT_BLOCKED) // navigating to deliver,home, or blocked
if(loc == target) // reached target
at_target()
return
else if(path.len > 0 && target) // valid path
var/turf/next = path[1]
reached_target = 0
if(next == loc)
path -= next
return
if(istype( next, /turf))
//world << "at ([x],[y]) moving to ([next.x],[next.y])"
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
bloodiness--
var/oldloc = loc
var/moved = step_towards(src, next) // attempt to move
if(cell) cell.use(1)
if(moved && oldloc!=loc) // successful move
//world << "Successful move."
blockcount = 0
path -= loc
if(destination == home_destination)
mode = BOT_GO_HOME
else
mode = BOT_DELIVER
else // failed to move
//world << "Unable to move."
blockcount++
mode = BOT_BLOCKED
if(blockcount == 3)
buzz(ANNOYED)
if(blockcount > 10) // attempt 10 times before recomputing
// find new path excluding blocked turf
buzz(SIGH)
mode = BOT_WAIT_FOR_NAV
blockcount = 0
spawn(20)
calc_path(avoid=next)
if(path.len > 0)
buzz(DELIGHT)
mode = BOT_BLOCKED
return
return
else
buzz(ANNOYED)
//world << "Bad turf."
mode = BOT_NAV
return
else
//world << "No path."
mode = BOT_NAV
return
if(BOT_NAV) // calculate new path
//world << "Calc new path."
mode = BOT_WAIT_FOR_NAV
spawn(0)
calc_path()
if(path.len > 0)
blockcount = 0
mode = BOT_BLOCKED
buzz(DELIGHT)
else
buzz(SIGH)
mode = BOT_NO_ROUTE
// calculates a path to the current destination
// given an optional turf to avoid
/mob/living/simple_animal/bot/mulebot/calc_path(turf/avoid = null)
path = get_path_to(src, target, /turf/proc/Distance_cardinal, 0, 250, id=access_card, exclude=avoid)
// sets the current destination
// signals all beacons matching the delivery code
// beacons will return a signal giving their locations
/mob/living/simple_animal/bot/mulebot/proc/set_destination(new_dest)
new_destination = new_dest
get_nav()
// starts bot moving to current destination
/mob/living/simple_animal/bot/mulebot/proc/start()
if(!on)
return
if(destination == home_destination)
mode = BOT_GO_HOME
else
mode = BOT_DELIVER
update_icon()
get_nav()
// starts bot moving to home
// sends a beacon query to find
/mob/living/simple_animal/bot/mulebot/proc/start_home()
if(!on)
return
spawn(0)
set_destination(home_destination)
mode = BOT_BLOCKED
update_icon()
// called when bot reaches current target
/mob/living/simple_animal/bot/mulebot/proc/at_target()
if(!reached_target)
radio_channel = "Supply" //Supply channel
audible_message("[src] makes a chiming sound!", "<span class='italics'>You hear a chime.</span>")
playsound(loc, 'sound/machines/chime.ogg', 50, 0)
reached_target = 1
if(pathset) //The AI called us here, so notify it of our arrival.
loaddir = dir //The MULE will attempt to load a crate in whatever direction the MULE is "facing".
if(calling_ai)
calling_ai << "<span class='notice'>\icon[src] [src] wirelessly plays a chiming sound!</span>"
playsound(calling_ai, 'sound/machines/chime.ogg',40, 0)
calling_ai = null
radio_channel = "AI Private" //Report on AI Private instead if the AI is controlling us.
if(load) // if loaded, unload at target
if(report_delivery)
speak("Destination <b>[destination]</b> reached. Unloading [load].",radio_channel)
unload(loaddir)
else
// not loaded
if(auto_pickup) // find a crate
var/atom/movable/AM
if(wires.is_cut(WIRE_LOADCHECK)) // if hacked, load first unanchored thing we find
for(var/atom/movable/A in get_step(loc, loaddir))
if(!A.anchored)
AM = A
break
else // otherwise, look for crates only
AM = locate(/obj/structure/closet/crate) in get_step(loc,loaddir)
if(AM && AM.Adjacent(src))
load(AM)
if(report_delivery)
speak("Now loading [load] at <b>[get_area(src)]</b>.", radio_channel)
// whatever happened, check to see if we return home
if(auto_return && home_destination && destination != home_destination)
// auto return set and not at home already
start_home()
mode = BOT_BLOCKED
else
bot_reset() // otherwise go idle
return
// called when bot bumps into anything
/mob/living/simple_animal/bot/mulebot/Bump(atom/obs)
if(wires.is_cut(WIRE_AVOIDANCE)) // usually just bumps, but if avoidance disabled knock over mobs
var/mob/M = obs
if(ismob(M))
if(istype(M,/mob/living/silicon/robot))
visible_message("<span class='danger'>[src] bumps into [M]!</span>")
else
if(!paicard)
add_logs(src, M, "knocked down")
visible_message("<span class='danger'>[src] knocks over [M]!</span>")
M.stop_pulling()
M.Stun(8)
M.Weaken(5)
return ..()
// called from mob/living/carbon/human/Crossed()
// when mulebot is in the same loc
/mob/living/simple_animal/bot/mulebot/proc/RunOver(mob/living/carbon/human/H)
add_logs(src, H, "run over", null, "(DAMTYPE: [uppertext(BRUTE)])")
H.visible_message("<span class='danger'>[src] drives over [H]!</span>", \
"<span class='userdanger'>[src] drives over you!<span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, "head", run_armor_check("head", "melee"))
H.apply_damage(2*damage, BRUTE, "chest", run_armor_check("chest", "melee"))
H.apply_damage(0.5*damage, BRUTE, "l_leg", run_armor_check("l_leg", "melee"))
H.apply_damage(0.5*damage, BRUTE, "r_leg", run_armor_check("r_leg", "melee"))
H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", "melee"))
H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", "melee"))
var/turf/T = get_turf(src)
T.add_mob_blood(H)
bloodiness += 4
// player on mulebot attempted to move
/mob/living/simple_animal/bot/mulebot/relaymove(mob/user)
if(user.incapacitated())
return
if(load == user)
unload(0)
//Update navigation data. Called when commanded to deliver, return home, or a route update is needed...
/mob/living/simple_animal/bot/mulebot/proc/get_nav()
if(!on || wires.is_cut(WIRE_BEACON))
return
for(var/obj/machinery/navbeacon/NB in deliverybeacons)
if(NB.location == new_destination) // if the beacon location matches the set destination
// the we will navigate there
destination = new_destination
target = NB.loc
var/direction = NB.dir // this will be the load/unload dir
if(direction)
loaddir = text2num(direction)
else
loaddir = 0
update_icon()
if(destination) // No need to calculate a path if you do not have a destination set!
calc_path()
/mob/living/simple_animal/bot/mulebot/emp_act(severity)
if(cell)
cell.emp_act(severity)
if(load)
load.emp_act(severity)
..()
/mob/living/simple_animal/bot/mulebot/explode()
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/cable_coil/cut(Tsec)
if(cell)
cell.loc = Tsec
cell.update_icon()
cell = null
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
..()
/mob/living/simple_animal/bot/mulebot/remove_air(amount) //To prevent riders suffocating
if(loc)
return loc.remove_air(amount)
else
return null
/mob/living/simple_animal/bot/mulebot/resist()
..()
if(load)
unload()
/mob/living/simple_animal/bot/mulebot/UnarmedAttack(atom/A)
if(isturf(A) && isturf(loc) && loc.Adjacent(A) && load)
unload(get_dir(loc, A))
else
..()
/mob/living/simple_animal/bot/mulebot/insertpai(mob/user, obj/item/device/paicard/card)
if(..())
visible_message("[src] safeties are locked on.")
#undef SIGH
#undef ANNOYED
#undef DELIGHT
/obj/machinery/bot_core/mulebot
req_access = list(access_cargo)
@@ -0,0 +1,418 @@
/mob/living/simple_animal/bot/secbot
name = "\improper Securitron"
desc = "A little security robot. He looks less than thrilled."
icon = 'icons/obj/aibots.dmi'
icon_state = "secbot0"
density = 0
anchored = 0
health = 25
maxHealth = 25
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
pass_flags = PASSMOB
radio_key = /obj/item/device/encryptionkey/secbot //AI Priv + Security
radio_channel = "Security" //Security channel
bot_type = SEC_BOT
model = "Securitron"
bot_core_type = /obj/machinery/bot_core/secbot
window_id = "autosec"
window_name = "Automatic Security Unit v1.6"
allow_pai = 0
data_hud_type = DATA_HUD_SECURITY_ADVANCED
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/declare_arrests = 1 //When making an arrest, should it notify everyone on the security channel?
var/idcheck = 0 //If true, arrest people with no IDs
var/weaponscheck = 0 //If true, arrest people for weapons if they lack access
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
/mob/living/simple_animal/bot/secbot/beepsky
name = "Officer Beep O'sky"
desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
idcheck = 0
weaponscheck = 0
auto_patrol = 1
/mob/living/simple_animal/bot/secbot/beepsky/explode()
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/stock_parts/cell/potato(Tsec)
var/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/S = new(Tsec)
S.reagents.add_reagent("whiskey", 15)
S.on_reagent_change()
..()
/mob/living/simple_animal/bot/secbot/pingsky
name = "Officer Pingsky"
desc = "It's Officer Pingsky! Delegated to satellite guard duty for harbouring anti-human sentiment."
radio_channel = "AI Private"
/mob/living/simple_animal/bot/secbot/New()
..()
icon_state = "secbot[on]"
spawn(3)
var/datum/job/detective/J = new/datum/job/detective
access_card.access += J.get_access()
prev_access = access_card.access
//SECHUD
var/datum/atom_hud/secsensor = huds[DATA_HUD_SECURITY_ADVANCED]
secsensor.add_hud_to(src)
/mob/living/simple_animal/bot/secbot/turn_on()
..()
icon_state = "secbot[on]"
/mob/living/simple_animal/bot/secbot/turn_off()
..()
icon_state = "secbot[on]"
/mob/living/simple_animal/bot/secbot/bot_reset()
..()
target = null
oldtarget_name = null
anchored = 0
walk_to(src,0)
last_found = world.time
/mob/living/simple_animal/bot/secbot/set_custom_texts()
text_hack = "You overload [name]'s target identification system."
text_dehack = "You reboot [name] and restore the target identification."
text_dehack_fail = "[name] refuses to accept your authority!"
/mob/living/simple_animal/bot/secbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
<TT><B>Securitron v1.6 controls</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]"},
"<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" )
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += text({"<BR>
Arrest Unidentifiable Persons: []<BR>
Arrest for Unauthorized Weapons: []<BR>
Arrest for Warrant: []<BR>
Operating Mode: []<BR>
Report Arrests[]<BR>
Auto Patrol: []"},
"<A href='?src=\ref[src];operation=idcheck'>[idcheck ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=weaponscheck'>[weaponscheck ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=ignorerec'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=switchmode'>[arrest_type ? "Detain" : "Arrest"]</A>",
"<A href='?src=\ref[src];operation=declarearrests'>[declare_arrests ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
return dat
/mob/living/simple_animal/bot/secbot/Topic(href, href_list)
if(..())
return 1
switch(href_list["operation"])
if("idcheck")
idcheck = !idcheck
update_controls()
if("weaponscheck")
weaponscheck = !weaponscheck
update_controls()
if("ignorerec")
check_records = !check_records
update_controls()
if("switchmode")
arrest_type = !arrest_type
update_controls()
if("declarearrests")
declare_arrests = !declare_arrests
update_controls()
/mob/living/simple_animal/bot/secbot/proc/retaliate(mob/living/carbon/human/H)
threatlevel = H.assess_threat(src)
threatlevel += 6
if(threatlevel >= 4)
target = H
mode = BOT_HUNT
/mob/living/simple_animal/bot/secbot/attack_hand(mob/living/carbon/human/H)
if(H.a_intent == "harm")
retaliate(H)
return ..()
/mob/living/simple_animal/bot/secbot/attackby(obj/item/weapon/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent != "harm") // Any intent but harm will heal, so we shouldn't get angry.
return
if(!istype(W, /obj/item/weapon/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
retaliate(user)
/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
user << "<span class='danger'>You short out [src]'s target assessment circuits.</span>"
oldtarget_name = user.name
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
declare_arrests = 0
icon_state = "secbot[on]"
/mob/living/simple_animal/bot/secbot/bullet_act(obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < src.health)
retaliate(Proj.firer)
..()
/mob/living/simple_animal/bot/secbot/UnarmedAttack(atom/A)
if(!on)
return
if(iscarbon(A))
var/mob/living/carbon/C = A
if(!C.stunned || arrest_type)
stun_attack(A)
else if(C.canBeHandcuffed() && !C.handcuffed)
cuff(A)
else
..()
/mob/living/simple_animal/bot/secbot/hitby(atom/movable/AM, skipcatch = 0, hitpush = 1, blocked = 0)
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(I.throwforce < src.health && I.thrownby && (istype(I.thrownby, /mob/living/carbon/human)))
var/mob/living/carbon/human/H = I.thrownby
retaliate(H)
..()
/mob/living/simple_animal/bot/secbot/proc/cuff(mob/living/carbon/C)
mode = BOT_ARREST
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
spawn(60)
if( !Adjacent(C) || !isturf(C.loc) ) //if he's in a closet or not adjacent, we cancel cuffing.
return
if(!C.handcuffed)
C.handcuffed = new /obj/item/weapon/restraints/handcuffs/cable/zipties/used(C)
C.update_handcuffed()
playsound(loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
back_to_idle()
/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/C)
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
icon_state = "secbot-c"
spawn(2)
icon_state = "secbot[on]"
var/threat = 5
if(istype(C, /mob/living/carbon/human))
C.stuttering = 5
C.Stun(5)
C.Weaken(5)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(src)
else
C.Weaken(5)
C.stuttering = 5
C.Stun(5)
threat = C.assess_threat()
add_logs(src,C,"stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
C.visible_message("<span class='danger'>[src] has stunned [C]!</span>",\
"<span class='userdanger'>[src] has stunned you!</span>")
/mob/living/simple_animal/bot/secbot/handle_automated_action()
if(!..())
return
switch(mode)
if(BOT_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 = BOT_START_PATROL // switch to patrol mode
if(BOT_HUNT) // hunting for perp
// if can't reach perp for long enough, go idle
if(frustration >= 8)
walk_to(src,0)
back_to_idle()
return
if(target) // make sure target exists
if(Adjacent(target) && isturf(target.loc)) // if right next to perp
stun_attack(target)
mode = BOT_PREP_ARREST
anchored = 1
target_lastloc = target.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
frustration = 0
else
back_to_idle()
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if( !Adjacent(target) || !isturf(target.loc) || target.weakened < 2 )
back_to_hunt()
return
if(iscarbon(target) && target.canBeHandcuffed())
if(!arrest_type)
if(!target.handcuffed) //he's not cuffed? Try to cuff him!
cuff(target)
else
back_to_idle()
return
else
back_to_idle()
return
if(BOT_ARREST)
if(!target)
anchored = 0
mode = BOT_IDLE
last_found = world.time
frustration = 0
return
if(target.handcuffed) //no target or target cuffed? back to idle.
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && target.weakened < 2)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again.
back_to_hunt()
return
else //Try arresting again if the target escapes.
mode = BOT_PREP_ARREST
anchored = 0
if(BOT_START_PATROL)
look_for_perp()
start_patrol()
if(BOT_PATROL)
look_for_perp()
bot_patrol()
return
/mob/living/simple_animal/bot/secbot/proc/back_to_idle()
anchored = 0
mode = BOT_IDLE
target = null
last_found = world.time
frustration = 0
spawn(0)
handle_automated_action() //ensure bot quickly responds
/mob/living/simple_animal/bot/secbot/proc/back_to_hunt()
anchored = 0
frustration = 0
mode = BOT_HUNT
spawn(0)
handle_automated_action() //ensure bot quickly responds
// look for a criminal in view of the bot
/mob/living/simple_animal/bot/secbot/proc/look_for_perp()
anchored = 0
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
if((C.stat) || (C.handcuffed))
continue
if((C.name == oldtarget_name) && (world.time < last_found + 100))
continue
threatlevel = C.assess_threat(src)
if(!threatlevel)
continue
else if(threatlevel >= 4)
target = C
oldtarget_name = C.name
speak("Level [threatlevel] infraction alert!")
playsound(loc, pick('sound/voice/bcriminal.ogg', 'sound/voice/bjustice.ogg', 'sound/voice/bfreeze.ogg'), 50, 0)
visible_message("<b>[src]</b> points at [C.name]!")
mode = BOT_HUNT
spawn(0)
handle_automated_action() // ensure bot quickly responds to a perp
break
else
continue
/mob/living/simple_animal/bot/secbot/proc/check_for_weapons(var/obj/item/slot_item)
if(slot_item && slot_item.needs_permit)
return 1
return 0
/mob/living/simple_animal/bot/secbot/explode()
walk_to(src,0)
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
var/obj/item/weapon/secbot_assembly/Sa = new /obj/item/weapon/secbot_assembly(Tsec)
Sa.build_step = 1
Sa.add_overlay("hs_hole")
Sa.created_name = name
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/weapon/melee/baton(Tsec)
if(prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
..()
/mob/living/simple_animal/bot/secbot/attack_alien(var/mob/living/carbon/alien/user as mob)
..()
if(!isalien(target))
target = user
mode = BOT_HUNT
/mob/living/simple_animal/bot/secbot/Crossed(atom/movable/AM)
if(ismob(AM) && target)
var/mob/living/carbon/C = AM
if(!istype(C) || !C || in_range(src, target))
return
C.visible_message("<span class='warning'>[pick( \
"[C] dives out of [src]'s way!", \
"[C] stumbles over [src]!", \
"[C] jumps out of [src]'s path!", \
"[C] trips over [src] and falls!", \
"[C] topples over [src]!", \
"[C] leaps out of [src]'s way!")]</span>")
C.Weaken(2)
return
..()
/obj/machinery/bot_core/secbot
req_access = list(access_security)