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GS13NG/code/modules/mob/living/simple_animal/bot/ed209bot.dm
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2018-04-30 00:06:58 -05:00

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/mob/living/simple_animal/bot/ed209
name = "\improper ED-209 Security Robot"
desc = "A security robot. He looks less than thrilled."
icon = 'icons/mob/aibots.dmi'
icon_state = "ed2090"
density = TRUE
anchored = FALSE
health = 100
maxHealth = 100
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
obj_damage = 60
environment_smash = ENVIRONMENT_SMASH_WALLS //Walls can't stop THE LAW
mob_size = MOB_SIZE_LARGE
radio_key = /obj/item/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
path_image_color = "#FF0000"
var/lastfired = 0
var/shot_delay = 15
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'
var/cell_type = /obj/item/stock_parts/cell
var/vest_type = /obj/item/clothing/suit/armor/vest
/mob/living/simple_animal/bot/ed209/Initialize(mapload,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 = GLOB.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 = FALSE
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 && ishuman(usr))
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/judgement_criteria()
var/final = FALSE
if(idcheck)
final = final|JUDGE_IDCHECK
if(check_records)
final = final|JUDGE_RECORDCHECK
if(weaponscheck)
final = final|JUDGE_WEAPONCHECK
if(emagged == 2)
final = final|JUDGE_EMAGGED
//ED209's ignore monkeys
final = final|JUDGE_IGNOREMONKEYS
return final
/mob/living/simple_animal/bot/ed209/proc/retaliate(mob/living/carbon/human/H)
var/judgement_criteria = judgement_criteria()
threatlevel = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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 == INTENT_HARM)
retaliate(H)
return ..()
/mob/living/simple_animal/bot/ed209/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
return
if(!istype(W, /obj/item/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)
to_chat(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/judgement_criteria = judgement_criteria()
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(judgement_criteria, lasercolor, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
//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 = TRUE
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.recoveringstam || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
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 = FALSE
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.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
back_to_hunt()
return
else
mode = BOT_PREP_ARREST
anchored = FALSE
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 = FALSE
mode = BOT_IDLE
target = null
last_found = world.time
frustration = 0
INVOKE_ASYNC(src, .proc/handle_automated_action) //ensure bot quickly responds
/mob/living/simple_animal/bot/ed209/proc/back_to_hunt()
anchored = FALSE
frustration = 0
mode = BOT_HUNT
INVOKE_ASYNC(src, .proc/handle_automated_action) //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 = FALSE
threatlevel = 0
var/judgement_criteria = judgement_criteria()
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(judgement_criteria, lasercolor, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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.item_flags & 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/atom/Tsec = drop_location()
var/obj/item/bot_assembly/ed209/Sa = new (Tsec)
Sa.build_step = 1
Sa.add_overlay("hs_hole")
Sa.created_name = name
new /obj/item/assembly/prox_sensor(Tsec)
drop_part(cell_type, Tsec)
if(!lasercolor)
var/obj/item/gun/energy/e_gun/advtaser/G = new (Tsec)
G.cell.charge = 0
G.update_icon()
else if(lasercolor == "b")
var/obj/item/gun/energy/laser/bluetag/G = new (Tsec)
G.cell.charge = 0
G.update_icon()
else if(lasercolor == "r")
var/obj/item/gun/energy/laser/redtag/G = new (Tsec)
G.cell.charge = 0
G.update_icon()
if(prob(50))
new /obj/item/bodypart/l_leg/robot(Tsec)
if(prob(25))
new /obj/item/bodypart/r_leg/robot(Tsec)
if(prob(25))//50% chance for a helmet OR vest
if(prob(50))
new /obj/item/clothing/head/helmet(Tsec)
else
if(!lasercolor)
drop_part(vest_type, Tsec)
if(lasercolor == "b")
new /obj/item/clothing/suit/bluetag(Tsec)
if(lasercolor == "r")
new /obj/item/clothing/suit/redtag(Tsec)
do_sparks(3, TRUE, src)
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/turf/U = get_turf(target)
if(!U)
return
if(!isturf(T))
return
if(!projectile)
return
var/obj/item/projectile/A = new projectile (loc)
playsound(loc, shoot_sound, 50, 1)
A.preparePixelProjectile(target, src)
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
new /obj/effect/temp_visual/emp(loc)
var/list/mob/living/carbon/targets = new
for(var/mob/living/carbon/C in view(12,src))
if(C.stat==DEAD)
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 = FALSE
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.canmove || arrest_type) // CIT CHANGE - makes sentient ed209s check for canmove rather than !isstun.
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
C.Knockdown(100)
C.stuttering = 5
if(ishuman(C))
var/mob/living/carbon/human/H = C
var/judgement_criteria = judgement_criteria()
threat = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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/restraints/handcuffs/cable/zipties/used(C)
C.update_handcuffed()
back_to_idle()