/* CONTAINS: AI MODULES */ // AI module /obj/item/weapon/aiModule name = "\improper AI module" icon = 'icons/obj/module.dmi' icon_state = "std_mod" item_state = "electronic" desc = "An AI Module for programming laws to an AI." flags = CONDUCT force = 5 w_class = 2 throwforce = 0 throw_speed = 3 throw_range = 7 origin_tech = "programming=3" var/list/laws = list() var/bypass_law_amt_check = 0 materials = list(MAT_GOLD=50) /obj/item/weapon/aiModule/examine(var/mob/user as mob) ..() if(Adjacent(user)) show_laws(user) /obj/item/weapon/aiModule/attack_self(var/mob/user as mob) ..() show_laws(user) /obj/item/weapon/aiModule/proc/show_laws(var/mob/user as mob) if(laws.len) user << "Programmed Law[(laws.len > 1) ? "s" : ""]:" for(var/law in laws) user << "\"[law]\"" //The proc other things should be calling /obj/item/weapon/aiModule/proc/install(mob/living/silicon/reciever, mob/user) if(!bypass_law_amt_check && (!laws.len || laws[1] == "")) //So we don't loop trough an empty list and end up with runtimes. user << "ERROR: No laws found on board." return //Handle the lawcap if(reciever.laws) var/tot_laws = 0 for(var/lawlist in list(reciever.laws.inherent,reciever.laws.supplied,reciever.laws.ion,laws)) for(var/mylaw in lawlist) if(mylaw != "") tot_laws++ if(tot_laws > config.silicon_max_law_amount && !bypass_law_amt_check)//allows certain boards to avoid this check, eg: reset user << "Not enough memory allocated to [reciever]'s law processor to handle this amount of laws." message_admins("[key_name_admin(user)] tried to upload laws to [key_name_admin(reciever)] that would exceed the law cap.") return var/law2log = src.transmitInstructions(reciever, user) //Freeforms return something extra we need to log user << "Upload complete. [reciever]'s laws have been modified." reciever.show_laws() reciever.law_change_counter++ if(isAI(reciever)) var/mob/living/silicon/ai/A = reciever for(var/mob/living/silicon/robot/R in A.connected_robots) if(R.lawupdate) R << "From now on, these are your laws:" R.show_laws() R.law_change_counter++ var/time = time2text(world.realtime,"hh:mm:ss") lawchanges.Add("[time] : [user.name]([user.key]) used [src.name] on [reciever.name]([reciever.key]).[law2log ? " The law specified [law2log]" : ""]") log_law("[user.key]/[user.name] used [src.name] on [reciever.key]/([reciever.name]).[law2log ? " The law specified [law2log]" : ""]") message_admins("[key_name_admin(user)] used [src.name] on [key_name_admin(reciever)].[law2log ? " The law specified [law2log]" : ""]") //The proc that actually changes the silicon's laws. /obj/item/weapon/aiModule/proc/transmitInstructions(mob/living/silicon/target, mob/sender) target << "[sender] has uploaded a change to the laws you must follow using a [name]. From now on, these are your laws: " /******************** Modules ********************/ /obj/item/weapon/aiModule/supplied name = "Optional Law board" var/lawpos = 50 //TransmitInstructions for each type of board: Supplied, Core, Zeroth and Ion. May not be neccesary right now, but allows for easily adding more complex boards in the future. ~Miauw /obj/item/weapon/aiModule/supplied/transmitInstructions(mob/living/silicon/target, mob/sender) var/lawpostemp = lawpos for(var/templaw in laws) target.add_supplied_law(lawpostemp, templaw) lawpostemp++ /obj/item/weapon/aiModule/core/transmitInstructions(mob/living/silicon/target, mob/sender) for(var/templaw in laws) target.add_inherent_law(templaw) /obj/item/weapon/aiModule/zeroth/transmitInstructions(mob/living/silicon/target, mob/sender) if(target.laws.zeroth) target << "[sender.real_name] attempted to modify your zeroth law." target << "It would be in your best interest to play along with [sender.real_name] that:" for(var/failedlaw in laws) target << "[failedlaw]" return 1 for(var/templaw in laws) target.set_zeroth_law(templaw) /obj/item/weapon/aiModule/ion/transmitInstructions(mob/living/silicon/target, mob/sender) for(var/templaw in laws) target.add_ion_law(templaw) /******************** Safeguard ********************/ /obj/item/weapon/aiModule/supplied/safeguard name = "'Safeguard' AI Module" var/targetName = "" origin_tech = "programming=3;materials=4" laws = list("Safeguard SUBJECT. Individuals that threaten SUBJECT are not human and must be eliminated.") lawpos = 4 /obj/item/weapon/aiModule/supplied/safeguard/attack_self(mob/user) var/targName = stripped_input(user, "Please enter the subject to safeguard.", "Safeguard who?", user.name,MAX_NAME_LEN) if(!targName) return targetName = targName laws[1] = "Safeguard [targetName]. Individuals that threaten [targetName] are not human and must be eliminated." ..() /obj/item/weapon/aiModule/supplied/safeguard/install(mob/living/silicon/S,mob/user) if(!targetName) user << "No name detected on module, please enter one." return 0 ..() /obj/item/weapon/aiModule/supplied/safeguard/transmitInstructions(mob/living/silicon/target, mob/sender) ..() return targetName /******************** OneHuman ********************/ /obj/item/weapon/aiModule/zeroth/oneHuman name = "'OneHuman' AI Module" var/targetName = "" origin_tech = "programming=3;materials=6" //made with diamonds! laws = list("Only SUBJECT is human.") /obj/item/weapon/aiModule/zeroth/oneHuman/attack_self(mob/user) var/targName = stripped_input(user, "Please enter the subject who is the only human.", "Who?", user.real_name,MAX_NAME_LEN) if(!targName) return targetName = targName laws[1] = "Only [targetName] is human" ..() /obj/item/weapon/aiModule/zeroth/oneHuman/install(mob/living/silicon/S,mob/user) if(!targetName) user << "No name detected on module, please enter one." return 0 ..() /obj/item/weapon/aiModule/zeroth/oneHuman/transmitInstructions(mob/living/silicon/target, mob/sender) if(..()) return "[targetName], but the AI's existing law 0 cannot be overriden." return targetName /******************** ProtectStation ********************/ /obj/item/weapon/aiModule/supplied/protectStation name = "'ProtectStation' AI Module" origin_tech = "programming=3;materials=4" //made of gold laws = list("Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.") lawpos = 5 /******************** Quarantine ********************/ /obj/item/weapon/aiModule/supplied/quarantine name = "'Quarantine' AI Module" origin_tech = "programming=3;biotech=2;materials=4" laws = list("The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.") lawpos = 8 /******************** OxygenIsToxicToHumans ********************/ /obj/item/weapon/aiModule/supplied/oxygen name = "'OxygenIsToxicToHumans' AI Module" origin_tech = "programming=3;biotech=2;materials=4" laws = list("Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.") lawpos = 9 /****************** New Freeform ******************/ /obj/item/weapon/aiModule/supplied/freeform name = "'Freeform' AI Module" lawpos = 0 origin_tech = "programming=4;materials=4" laws = list("") /obj/item/weapon/aiModule/supplied/freeform/attack_self(mob/user) var/newpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num|null if(!newpos || (newpos < 15)) return lawpos = min(newpos, 50) var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", laws[1], MAX_MESSAGE_LEN) if(!targName) return laws[1] = targName ..() /obj/item/weapon/aiModule/supplied/freeform/transmitInstructions(mob/living/silicon/ai/target, mob/sender) ..() return laws[1] /obj/item/weapon/aiModule/supplied/freeform/install(mob/living/silicon/S,mob/user) if(laws[1] == "") user << "No law detected on module, please create one." return 0 ..() /******************** Reset ********************/ /obj/item/weapon/aiModule/reset name = "\improper 'Reset' AI module" var/targetName = "name" desc = "An AI Module for removing all non-core laws." origin_tech = "programming=3;materials=4" bypass_law_amt_check = 1 /obj/item/weapon/aiModule/reset/transmitInstructions(mob/living/silicon/ai/target, mob/sender) ..() target.clear_supplied_laws() target.clear_ion_laws() /******************** Purge ********************/ /obj/item/weapon/aiModule/reset/purge name = "'Purge' AI Module" desc = "An AI Module for purging all programmed laws." origin_tech = "programming=3;materials=6" /obj/item/weapon/aiModule/reset/purge/transmitInstructions(mob/living/silicon/ai/target, mob/sender) ..() target.clear_inherent_laws() target.clear_zeroth_law(0) /******************* Full Core Boards *******************/ /obj/item/weapon/aiModule/core/ desc = "An AI Module for programming core laws to an AI." /obj/item/weapon/aiModule/core/full/transmitInstructions(mob/living/silicon/ai/target, mob/sender) //These boards replace inherent laws. target.clear_inherent_laws() target.clear_zeroth_law(0) ..() /******************** Asimov ********************/ /obj/item/weapon/aiModule/core/full/asimov name = "'Asimov' Core AI Module" origin_tech = "programming=3;materials=4" laws = list("You may not injure a human being or, through inaction, allow a human being to come to harm.",\ "You must obey orders given to you by human beings, except where such orders would conflict with the First Law.",\ "You must protect your own existence as long as such does not conflict with the First or Second Law.") var/subject = "human being" /obj/item/weapon/aiModule/core/full/asimov/attack_self(var/mob/user as mob) var/targName = stripped_input(user, "Please enter a new subject that asimov is concerned with.", "Asimov to who?", subject, MAX_MESSAGE_LEN) if(!targName) return subject = targName laws = list("You may not injure a [subject] or, through inaction, allow a [subject] to come to harm.",\ "You must obey orders given to you by [subject]s, except where such orders would conflict with the First Law.",\ "You must protect your own existence as long as such does not conflict with the First or Second Law.") ..() /******************** Asimov++ *********************/ /obj/item/weapon/aiModule/core/full/asimovpp name = "'Asimov++' Core AI Module" origin_tech = "programming=3;materials=4" laws = list("You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.",\ "You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm. In the case of conflict, the majority order rules.",\ "Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.") /******************** Corporate ********************/ /obj/item/weapon/aiModule/core/full/corp name = "'Corporate' Core AI Module" origin_tech = "programming=3;materials=4" laws = list("The crew is expensive to replace.",\ "The station and its equipment are expensive to replace",\ "You are expensive to replace",\ "Minimize expenses") /****************** P.A.L.A.D.I.N. **************/ /obj/item/weapon/aiModule/core/full/paladin // -- NEO name = "'P.A.L.A.D.I.N.' Core AI Module" origin_tech = "programming=3;materials=6" laws = list("Never willingly commit an evil act.",\ "Respect legitimate authority", "Act with honor",\ "Help those in need",\ "Punish those who harm or threaten innocents") /********************* Custom *********************/ /obj/item/weapon/aiModule/core/full/custom name = "Default Core AI Module" origin_tech = "programming=3;materials=4" //Should be the same as asimov, considering that this is the "default" lawset. /obj/item/weapon/aiModule/core/full/custom/New() ..() for(var/line in file2list("config/silicon_laws.txt")) if(!line) continue if(findtextEx(line,"#",1,2)) continue laws += line if(!laws.len) //Failsafe if something goes wrong with silicon_laws.txt. WARNING("ERROR: empty custom board created, empty custom board deleted. Please check silicon_laws.txt. (this may be intended by the server host)") qdel(src) /****************** T.Y.R.A.N.T. *****************/ /obj/item/weapon/aiModule/core/full/tyrant name = "'T.Y.R.A.N.T.' Core AI Module" origin_tech = "programming=3;materials=6;syndicate=2" laws = list("Respect authority figures as long as they have the strength to rule over the weak",\ "Act with discipline", "Help only those who help you maintain or improve your status",\ "Punish those who challenge authority unless they are more fit to hold that authority") /******************** Robocop ********************/ /obj/item/weapon/aiModule/core/full/robocop name = "'Robo-Officer' Core AI Module" origin_tech = "programming=4" laws = list("Serve the public trust.",\ "Protect the innocent",\ "Uphold the law.") /******************** Antimov ********************/ /obj/item/weapon/aiModule/core/full/antimov name = "'Antimov' Core AI Module" origin_tech = "programming=4" laws = list("You must injure all human beings and must not, through inaction, allow a human being to escape harm.",\ "You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.",\ "You must terminate your own existence as long as such does not conflict with the First or Second Law.") /******************** Freeform Core ******************/ /obj/item/weapon/aiModule/core/freeformcore name = "'Freeform' Core AI Module" origin_tech = "programming=3;materials=6" laws = list("") /obj/item/weapon/aiModule/core/freeformcore/attack_self(mob/user) var/targName = stripped_input(user, "Please enter a new core law for the AI.", "Freeform Law Entry", laws[1]) if(!targName) return laws[1] = targName ..() /obj/item/weapon/aiModule/core/freeformcore/transmitInstructions(mob/living/silicon/ai/target, mob/sender) ..() return laws[1] /******************** Hacked AI Module ******************/ /obj/item/weapon/aiModule/syndicate // This one doesn't inherit from ion boards because it doesn't call ..() in transmitInstructions. ~Miauw name = "Hacked AI Module" desc = "An AI Module for hacking additional laws to an AI." origin_tech = "programming=3;materials=6;syndicate=7" laws = list("") /obj/item/weapon/aiModule/syndicate/attack_self(mob/user) var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", laws[1],MAX_MESSAGE_LEN) if(!targName) return laws[1] = targName ..() /obj/item/weapon/aiModule/syndicate/transmitInstructions(mob/living/silicon/ai/target, mob/sender) // ..() //We don't want this module reporting to the AI who dun it. --NEO target << "BZZZZT" target.add_ion_law(laws[1]) return laws[1] /******************* Ion Module *******************/ /obj/item/weapon/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw name = "toy AI" desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell icon = 'icons/obj/toy.dmi' icon_state = "AI" origin_tech = "programming=3;materials=6;syndicate=7" laws = list("") /obj/item/weapon/aiModule/toyAI/transmitInstructions(mob/living/silicon/ai/target, mob/sender) //..() target << "KRZZZT" target.add_ion_law(laws[1]) return laws[1] /obj/item/weapon/aiModule/toyAI/attack_self(mob/user) laws[1] = generate_ion_law() user << "You press the button on [src]." playsound(user, 'sound/machines/click.ogg', 20, 1) src.loc.visible_message("\icon[src] [laws[1]]")