184d055cca
About The Pull Request This PR adds deadchat notifications for law changes of AIs and unsynced borgs (listing the full new lawset), uses of AI/Cyborg Upload and the creation of new AIs. Why It's Good For The Game The AI is one of the most important players in the round, so it only makes sense that players watching in deadchat are kept up to date on its laws, especially hidden laws since they are never stated. Changelog cl add: Silicon law changes are now reported in deadchat. add: The creation of new AIs is now reported in deadchat. /cl
343 lines
12 KiB
Plaintext
343 lines
12 KiB
Plaintext
/obj/structure/AIcore
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density = TRUE
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anchored = FALSE
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name = "\improper AI core"
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icon = 'icons/mob/ai.dmi'
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icon_state = "0"
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desc = "The framework for an artificial intelligence core."
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max_integrity = 500
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var/state = EMPTY_CORE
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var/datum/ai_laws/laws
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var/obj/item/circuitboard/aicore/circuit
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var/obj/item/mmi/brain
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var/can_deconstruct = TRUE
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/obj/structure/AIcore/Initialize()
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. = ..()
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laws = new
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laws.set_laws_config()
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/obj/structure/AIcore/handle_atom_del(atom/A)
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if(A == circuit)
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circuit = null
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if((state != GLASS_CORE) && (state != AI_READY_CORE))
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state = EMPTY_CORE
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update_icon()
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if(A == brain)
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brain = null
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. = ..()
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/obj/structure/AIcore/Destroy()
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if(circuit)
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qdel(circuit)
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circuit = null
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if(brain)
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qdel(brain)
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brain = null
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return ..()
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/obj/structure/AIcore/latejoin_inactive
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name = "networked AI core"
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desc = "This AI core is connected by bluespace transmitters to NTNet, allowing for an AI personality to be downloaded to it on the fly mid-shift."
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can_deconstruct = FALSE
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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var/available = TRUE
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var/safety_checks = TRUE
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var/active = TRUE
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/obj/structure/AIcore/latejoin_inactive/examine(mob/user)
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. = ..()
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. += "Its transmitter seems to be <b>[active? "on" : "off"]</b>."
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. += "<span class='notice'>You could [active? "deactivate" : "activate"] it with a multitool.</span>"
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/obj/structure/AIcore/latejoin_inactive/proc/is_available() //If people still manage to use this feature to spawn-kill AI latejoins ahelp them.
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if(!available)
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return FALSE
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if(!safety_checks)
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return TRUE
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if(!active)
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return FALSE
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var/turf/T = get_turf(src)
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var/area/A = get_area(src)
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if(!A.blob_allowed)
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return FALSE
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if(!A.power_equip)
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return FALSE
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if(!SSmapping.level_trait(T.z,ZTRAIT_STATION))
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return FALSE
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if(!istype(T, /turf/open/floor))
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return FALSE
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return TRUE
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/obj/structure/AIcore/latejoin_inactive/attackby(obj/item/P, mob/user, params)
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if(P.tool_behaviour == TOOL_MULTITOOL)
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active = !active
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to_chat(user, "<span class='notice'>You [active? "activate" : "deactivate"] \the [src]'s transmitters.</span>")
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return
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return ..()
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/obj/structure/AIcore/latejoin_inactive/Initialize()
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. = ..()
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GLOB.latejoin_ai_cores += src
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/obj/structure/AIcore/latejoin_inactive/Destroy()
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GLOB.latejoin_ai_cores -= src
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return ..()
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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if(P.tool_behaviour == TOOL_WRENCH)
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return default_unfasten_wrench(user, P, 20)
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if(!anchored)
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if(P.tool_behaviour == TOOL_WELDER && can_deconstruct)
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if(state != EMPTY_CORE)
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to_chat(user, "<span class='warning'>The core must be empty to deconstruct it!</span>")
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return
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if(!P.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You start to deconstruct the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == EMPTY_CORE)
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to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
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deconstruct(TRUE)
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return
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else
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switch(state)
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if(EMPTY_CORE)
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if(istype(P, /obj/item/circuitboard/aicore))
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if(!user.transferItemToLoc(P, src))
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return
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
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update_icon()
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state = CIRCUIT_CORE
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circuit = P
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return
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if(CIRCUIT_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
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state = SCREWED_CORE
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update_icon()
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return
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if(P.tool_behaviour == TOOL_CROWBAR)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
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state = EMPTY_CORE
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update_icon()
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circuit.forceMove(loc)
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circuit = null
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return
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if(SCREWED_CORE)
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if(P.tool_behaviour == TOOL_SCREWDRIVER && circuit)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
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state = CIRCUIT_CORE
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update_icon()
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return
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if(istype(P, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = P
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if(C.get_amount() >= 5)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
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if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
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to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
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state = CABLED_CORE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need five lengths of cable to wire the AI core!</span>")
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return
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if(CABLED_CORE)
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if(P.tool_behaviour == TOOL_WIRECUTTER)
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if(brain)
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to_chat(user, "<span class='warning'>Get that [brain.name] out of there first!</span>")
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else
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the cables.</span>")
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state = SCREWED_CORE
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update_icon()
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new /obj/item/stack/cable_coil(drop_location(), 5)
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return
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if(istype(P, /obj/item/stack/sheet/rglass))
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var/obj/item/stack/sheet/rglass/G = P
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if(G.get_amount() >= 2)
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
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if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
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to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
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state = GLASS_CORE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>")
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return
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if(istype(P, /obj/item/aiModule))
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if(brain && brain.laws.id != DEFAULT_AI_LAWID)
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to_chat(user, "<span class='warning'>The installed [brain.name] already has set laws!</span>")
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return
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var/obj/item/aiModule/module = P
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module.install(laws, user)
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return
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if(istype(P, /obj/item/mmi) && !brain)
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var/obj/item/mmi/M = P
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if(!M.brainmob)
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to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
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return
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if(M.brainmob.stat == DEAD)
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to_chat(user, "<span class='warning'>Sticking a dead [M.name] into the frame would sort of defeat the purpose!</span>")
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return
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if(!M.brainmob.client)
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to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
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return
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if(!CONFIG_GET(flag/allow_ai) || (is_banned_from(M.brainmob.ckey, "AI") && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user)))
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if(!QDELETED(M))
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to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
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return
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if(!M.brainmob.mind)
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to_chat(user, "<span class='warning'>This [M.name] is mindless!</span>")
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return
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if(!user.transferItemToLoc(M,src))
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return
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brain = M
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to_chat(user, "<span class='notice'>You add [M.name] to the frame.</span>")
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update_icon()
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return
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if(P.tool_behaviour == TOOL_CROWBAR && brain)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the brain.</span>")
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brain.forceMove(loc)
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brain = null
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update_icon()
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return
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if(GLASS_CORE)
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if(P.tool_behaviour == TOOL_CROWBAR)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
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state = CABLED_CORE
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update_icon()
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new /obj/item/stack/sheet/rglass(loc, 2)
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return
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You connect the monitor.</span>")
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if(brain)
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SSticker.mode.remove_antag_for_borging(brain.brainmob.mind)
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var/mob/living/silicon/ai/A = null
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if (brain.overrides_aicore_laws)
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A = new /mob/living/silicon/ai(loc, brain.laws, brain.brainmob)
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else
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A = new /mob/living/silicon/ai(loc, laws, brain.brainmob)
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if(brain.force_replace_ai_name)
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A.fully_replace_character_name(A.name, brain.replacement_ai_name())
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SSblackbox.record_feedback("amount", "ais_created", 1)
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deadchat_broadcast(" has been brought online at <b>[get_area_name(A, TRUE)]</b>.", "<span class='name'>[A]</span>", follow_target=A)
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qdel(src)
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else
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state = AI_READY_CORE
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update_icon()
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return
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if(AI_READY_CORE)
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if(istype(P, /obj/item/aicard))
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P.transfer_ai("INACTIVE", "AICARD", src, user)
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return
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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state = GLASS_CORE
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update_icon()
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return
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return ..()
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/obj/structure/AIcore/update_icon()
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switch(state)
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if(EMPTY_CORE)
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icon_state = "0"
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if(CIRCUIT_CORE)
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icon_state = "1"
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if(SCREWED_CORE)
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icon_state = "2"
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if(CABLED_CORE)
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if(brain)
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icon_state = "3b"
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else
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icon_state = "3"
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if(GLASS_CORE)
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icon_state = "4"
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if(AI_READY_CORE)
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icon_state = "ai-empty"
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/obj/structure/AIcore/deconstruct(disassembled = TRUE)
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if(state == GLASS_CORE)
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new /obj/item/stack/sheet/rglass(loc, 2)
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if(state >= CABLED_CORE)
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new /obj/item/stack/cable_coil(loc, 5)
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if(circuit)
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circuit.forceMove(loc)
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circuit = null
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new /obj/item/stack/sheet/plasteel(loc, 4)
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qdel(src)
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/obj/structure/AIcore/deactivated
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name = "inactive AI"
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icon_state = "ai-empty"
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anchored = TRUE
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state = AI_READY_CORE
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/obj/structure/AIcore/deactivated/Initialize()
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. = ..()
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circuit = new(src)
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/*
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This is a good place for AI-related object verbs so I'm sticking it here.
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If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
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That prevents a few funky behaviors.
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*/
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//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
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/atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(istype(card))
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if(card.flush)
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to_chat(user, "<span class='alert'>ERROR: AI flush is in progress, cannot execute transfer protocol.</span>")
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return FALSE
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return TRUE
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/obj/structure/AIcore/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
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if(state != AI_READY_CORE || !..())
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return
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//Transferring a carded AI to a core.
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if(interaction == AI_TRANS_FROM_CARD)
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AI.control_disabled = FALSE
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AI.radio_enabled = TRUE
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AI.forceMove(loc) // to replace the terminal.
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to_chat(AI, "<span class='notice'>You have been uploaded to a stationary terminal. Remote device connection restored.</span>")
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to_chat(user, "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.")
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card.AI = null
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AI.battery = circuit.battery
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qdel(src)
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else //If for some reason you use an empty card on an empty AI terminal.
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to_chat(user, "<span class='alert'>There is no AI loaded on this terminal.</span>")
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/obj/item/circuitboard/aicore
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name = "AI core (AI Core Board)" //Well, duh, but best to be consistent
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var/battery = 200 //backup battery for when the AI loses power. Copied to/from AI mobs when carding, and placed here to avoid recharge via deconning the core
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