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Malf_Modules.dm
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Malf_Modules.dm
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#define DEFAULT_DOOMSDAY_TIMER 4500
#define DOOMSDAY_ANNOUNCE_INTERVAL 600
GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/obj/machinery/field/containment,
/obj/machinery/power/supermatter_crystal,
/obj/machinery/doomsday_device,
/obj/machinery/nuclearbomb,
/obj/machinery/nuclearbomb/selfdestruct,
/obj/machinery/nuclearbomb/syndicate,
/obj/machinery/syndicatebomb,
/obj/machinery/syndicatebomb/badmin,
/obj/machinery/syndicatebomb/badmin/clown,
/obj/machinery/syndicatebomb/empty,
/obj/machinery/syndicatebomb/self_destruct,
/obj/machinery/syndicatebomb/training
)))
GLOBAL_LIST_INIT(malf_modules, subtypesof(/datum/ai_module))
/// The malf AI action subtype. All malf actions are subtypes of this.
/datum/action/innate/ai
name = "AI Action"
desc = "You aren't entirely sure what this does, but it's very beepy and boopy."
background_icon_state = "bg_tech_blue"
icon_icon = 'icons/mob/actions/actions_AI.dmi'
/// The owner AI, so we don't have to typecast every time
var/mob/living/silicon/ai/owner_AI
/// If we have multiple uses of the same power
var/uses
/// If we automatically use up uses on each activation
var/auto_use_uses = TRUE
/// If applicable, the time in deciseconds we have to wait before using any more modules
var/cooldown_period
/datum/action/innate/ai/Grant(mob/living/L)
. = ..()
if(!isAI(owner))
WARNING("AI action [name] attempted to grant itself to non-AI mob [L.real_name] ([L.key])!")
qdel(src)
else
owner_AI = owner
/datum/action/innate/ai/IsAvailable()
. = ..()
if(owner_AI && owner_AI.malf_cooldown > world.time)
return
/datum/action/innate/ai/Trigger()
. = ..()
if(auto_use_uses)
adjust_uses(-1)
if(cooldown_period)
owner_AI.malf_cooldown = world.time + cooldown_period
/datum/action/innate/ai/proc/adjust_uses(amt, silent)
uses += amt
if(!silent && uses)
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
if(!uses)
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
qdel(src)
/// Framework for ranged abilities that can have different effects by left-clicking stuff.
/datum/action/innate/ai/ranged
name = "Ranged AI Action"
auto_use_uses = FALSE //This is so we can do the thing and disable/enable freely without having to constantly add uses
/// The linked proc holder that contains the actual ability code
var/obj/effect/proc_holder/ranged_ai/linked_ability
/// The path of our linked ability
var/linked_ability_type
/datum/action/innate/ai/ranged/New()
if(!linked_ability_type)
WARNING("Ranged AI action [name] attempted to spawn without a linked ability!")
qdel(src) //uh oh!
return
linked_ability = new linked_ability_type()
linked_ability.attached_action = src
..()
/datum/action/innate/ai/ranged/adjust_uses(amt, silent)
uses += amt
if(!silent && uses)
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
if(!uses)
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
Remove(owner)
QDEL_IN(src, 100) //let any active timers on us finish up
/datum/action/innate/ai/ranged/Destroy()
QDEL_NULL(linked_ability)
return ..()
/datum/action/innate/ai/ranged/Activate()
linked_ability.toggle(owner)
return TRUE
/// The actual ranged proc holder.
/obj/effect/proc_holder/ranged_ai
/// Appears when the user activates the ability
var/enable_text = "<span class='notice'>Hello World!</span>"
/// Appears when the user deactivates the ability
var/disable_text = "<span class='danger'>Goodbye Cruel World!</span>"
var/datum/action/innate/ai/ranged/attached_action
/obj/effect/proc_holder/ranged_ai/Destroy()
attached_action = null
return ..()
/obj/effect/proc_holder/ranged_ai/proc/toggle(mob/user)
if(active)
remove_ranged_ability(disable_text)
else
add_ranged_ability(user, enable_text)
/// The base module type, which holds info about each ability.
/datum/ai_module
var/name = "generic module"
var/category = "generic category"
var/description = "generic description"
var/cost = 5
/// If this module can only be purchased once. This always applies to upgrades, even if the variable is set to false.
var/one_purchase = FALSE
/// If the module gives an active ability, use this. Mutually exclusive with upgrade.
var/power_type = /datum/action/innate/ai
/// If the module gives a passive upgrade, use this. Mutually exclusive with power_type.
var/upgrade = FALSE
/// Text shown when an ability is unlocked
var/unlock_text = "<span class='notice'>Hello World!</span>"
/// Sound played when an ability is unlocked
var/unlock_sound
/// Applies upgrades
/datum/ai_module/proc/upgrade(mob/living/silicon/ai/AI)
return
/// Modules causing destruction
/datum/ai_module/destructive
category = "Destructive Modules"
/// Modules with stealthy and utility uses
/datum/ai_module/utility
category = "Utility Modules"
/// Modules that are improving AI abilities and assets
/datum/ai_module/upgrade
category = "Upgrade Modules"
/// Doomsday Device: Starts the self-destruct timer. It can only be stopped by killing the AI completely.
/datum/ai_module/destructive/nuke_station
name = "Doomsday Device"
description = "Activate a weapon that will disintegrate all organic life on the station after a 450 second delay. Can only be used while on the station, will fail if your core is moved off station or destroyed."
cost = 130
one_purchase = TRUE
power_type = /datum/action/innate/ai/nuke_station
unlock_text = "<span class='notice'>You slowly, carefully, establish a connection with the on-station self-destruct. You can now activate it at any time.</span>"
/datum/action/innate/ai/nuke_station
name = "Doomsday Device"
desc = "Activates the doomsday device. This is not reversible."
button_icon_state = "doomsday_device"
auto_use_uses = FALSE
/datum/action/innate/ai/nuke_station/Activate()
var/turf/T = get_turf(owner)
if(!istype(T) || !is_station_level(T.z))
to_chat(owner, "<span class='warning'>You cannot activate the doomsday device while off-station!</span>")
return
if(alert(owner, "Send arming signal? (true = arm, false = cancel)", "purge_all_life()", "confirm = TRUE;", "confirm = FALSE;") != "confirm = TRUE;")
return
if (active || owner_AI.stat == DEAD)
return //prevent the AI from activating an already active doomsday or while they are dead
if (owner_AI.shunted)
return //prevent AI from activating doomsday while shunted, fucking abusers
active = TRUE
set_us_up_the_bomb(owner)
/datum/action/innate/ai/nuke_station/proc/set_us_up_the_bomb(mob/living/owner)
var/pass = prob(10) ? "******" : "hunter2"
set waitfor = FALSE
to_chat(owner, "<span class='small boldannounce'>run -o -a 'selfdestruct'</span>")
sleep(5)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='small boldannounce'>Running executable 'selfdestruct'...</span>")
sleep(rand(10, 30))
if(!owner || QDELETED(owner))
return
owner.playsound_local(owner, 'sound/misc/bloblarm.ogg', 50, 0)
to_chat(owner, "<span class='userdanger'>!!! UNAUTHORIZED SELF-DESTRUCT ACCESS !!!</span>")
to_chat(owner, "<span class='boldannounce'>This is a class-3 security violation. This incident will be reported to Central Command.</span>")
for(var/i in 1 to 3)
sleep(20)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldannounce'>Sending security report to Central Command.....[rand(0, 9) + (rand(20, 30) * i)]%</span>")
sleep(3)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='small boldannounce'>auth 'akjv9c88asdf12nb' [pass]</span>")
owner.playsound_local(owner, 'sound/items/timer.ogg', 50, 0)
sleep(30)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldnotice'>Credentials accepted. Welcome, akjv9c88asdf12nb.</span>")
owner.playsound_local(owner, 'sound/misc/server-ready.ogg', 50, 0)
sleep(5)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldnotice'>Arm self-destruct device? (Y/N)</span>")
owner.playsound_local(owner, 'sound/misc/compiler-stage1.ogg', 50, 0)
sleep(20)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='small boldannounce'>Y</span>")
sleep(15)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldnotice'>Confirm arming of self-destruct device? (Y/N)</span>")
owner.playsound_local(owner, 'sound/misc/compiler-stage2.ogg', 50, 0)
sleep(10)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='small boldannounce'>Y</span>")
sleep(rand(15, 25))
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldnotice'>Please repeat password to confirm.</span>")
owner.playsound_local(owner, 'sound/misc/compiler-stage2.ogg', 50, 0)
sleep(14)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='small boldannounce'>[pass]</span>")
sleep(40)
if(!owner || QDELETED(owner))
return
to_chat(owner, "<span class='boldnotice'>Credentials accepted. Transmitting arming signal...</span>")
owner.playsound_local(owner, 'sound/misc/server-ready.ogg', 50, 0)
sleep(30)
if(!owner || QDELETED(owner))
return
if (owner_AI.stat != DEAD)
priority_announce("Hostile runtimes detected in all station systems, please deactivate your AI to prevent possible damage to its morality core.", "Anomaly Alert", 'sound/ai/aimalf.ogg')
set_security_level("delta")
var/obj/machinery/doomsday_device/DOOM = new(owner_AI)
owner_AI.nuking = TRUE
owner_AI.doomsday_device = DOOM
owner_AI.doomsday_device.start()
for(var/obj/item/pinpointer/nuke/P in GLOB.pinpointer_list)
P.switch_mode_to(TRACK_MALF_AI) //Pinpointers start tracking the AI wherever it goes
qdel(src)
/obj/machinery/doomsday_device
icon = 'icons/obj/machines/nuke_terminal.dmi'
name = "doomsday device"
icon_state = "nuclearbomb_base"
desc = "A weapon which disintegrates all organic life in a large area."
density = TRUE
verb_exclaim = "blares"
var/timing = FALSE
var/obj/effect/countdown/doomsday/countdown
var/detonation_timer
var/next_announce
/obj/machinery/doomsday_device/Initialize()
. = ..()
countdown = new(src)
/obj/machinery/doomsday_device/Destroy()
QDEL_NULL(countdown)
STOP_PROCESSING(SSfastprocess, src)
SSshuttle.clearHostileEnvironment(src)
SSmapping.remove_nuke_threat(src)
for(var/A in GLOB.ai_list)
var/mob/living/silicon/ai/AI = A
if(AI.doomsday_device == src)
AI.doomsday_device = null
return ..()
/obj/machinery/doomsday_device/proc/start()
detonation_timer = world.time + DEFAULT_DOOMSDAY_TIMER
next_announce = world.time + DOOMSDAY_ANNOUNCE_INTERVAL
timing = TRUE
countdown.start()
START_PROCESSING(SSfastprocess, src)
SSshuttle.registerHostileEnvironment(src)
SSmapping.add_nuke_threat(src) //This causes all blue "circuit" tiles on the map to change to animated red icon state.
/obj/machinery/doomsday_device/proc/seconds_remaining()
. = max(0, (round((detonation_timer - world.time) / 10)))
/obj/machinery/doomsday_device/process()
var/turf/T = get_turf(src)
if(!T || !is_station_level(T.z))
minor_announce("DOOMSDAY DEVICE OUT OF STATION RANGE, ABORTING", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
SSshuttle.clearHostileEnvironment(src)
qdel(src)
return
if(!timing)
STOP_PROCESSING(SSfastprocess, src)
return
var/sec_left = seconds_remaining()
if(!sec_left)
timing = FALSE
detonate()
else if(world.time >= next_announce)
minor_announce("[sec_left] SECONDS UNTIL DOOMSDAY DEVICE ACTIVATION!", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
next_announce += DOOMSDAY_ANNOUNCE_INTERVAL
/obj/machinery/doomsday_device/proc/detonate()
sound_to_playing_players('sound/machines/alarm.ogg')
sleep(100)
for(var/i in GLOB.mob_living_list)
var/mob/living/L = i
var/turf/T = get_turf(L)
if(!T || !is_station_level(T.z))
continue
if(issilicon(L))
continue
to_chat(L, "<span class='userdanger'>The blast wave from [src] tears you atom from atom!</span>")
L.dust()
to_chat(world, "<B>The AI cleansed the station of life with the doomsday device!</B>")
SSticker.force_ending = 1
/// Hostile Station Lockdown: Locks, bolts, and electrifies every airlock on the station. After 90 seconds, the doors reset.
/datum/ai_module/destructive/lockdown
name = "Hostile Station Lockdown"
description = "Overload the airlock, blast door and fire control networks, locking them down. Caution! This command also electrifies all airlocks. The networks will automatically reset after 90 seconds, briefly \
opening all doors on the station."
cost = 30
one_purchase = TRUE
power_type = /datum/action/innate/ai/lockdown
unlock_text = "<span class='notice'>You upload a sleeper trojan into the door control systems. You can send a signal to set it off at any time.</span>"
unlock_sound = 'sound/machines/boltsdown.ogg'
/datum/action/innate/ai/lockdown
name = "Lockdown"
desc = "Closes, bolts, and depowers every airlock, firelock, and blast door on the station. After 90 seconds, they will reset themselves."
button_icon_state = "lockdown"
uses = 1
/datum/action/innate/ai/lockdown/Activate()
for(var/obj/machinery/door/D in GLOB.airlocks)
if(!is_station_level(D.z))
continue
INVOKE_ASYNC(D, /obj/machinery/door.proc/hostile_lockdown, owner)
addtimer(CALLBACK(D, /obj/machinery/door.proc/disable_lockdown), 900)
var/obj/machinery/computer/communications/C = locate() in GLOB.machines
if(C)
C.post_status("alert", "lockdown")
minor_announce("Hostile runtime detected in door controllers. Isolation lockdown protocols are now in effect. Please remain calm.","Network Alert:", TRUE)
to_chat(owner, "<span class='danger'>Lockdown initiated. Network reset in 90 seconds.</span>")
addtimer(CALLBACK(GLOBAL_PROC, .proc/minor_announce,
"Automatic system reboot complete. Have a secure day.",
"Network reset:"), 900)
/// Override Machine: Allows the AI to override a machine, animating it into an angry, living version of itself.
/datum/ai_module/destructive/override_machine
name = "Machine Override"
description = "Overrides a machine's programming, causing it to rise up and attack everyone except other machines. Four uses per purchase."
cost = 30
power_type = /datum/action/innate/ai/ranged/override_machine
unlock_text = "<span class='notice'>You procure a virus from the Space Dark Web and distribute it to the station's machines.</span>"
unlock_sound = 'sound/machines/airlock_alien_prying.ogg'
/datum/action/innate/ai/ranged/override_machine
name = "Override Machine"
desc = "Animates a targeted machine, causing it to attack anyone nearby."
button_icon_state = "override_machine"
uses = 4
linked_ability_type = /obj/effect/proc_holder/ranged_ai/override_machine
/datum/action/innate/ai/ranged/override_machine/New()
..()
desc = "[desc] It has [uses] use\s remaining."
button.desc = desc
/datum/action/innate/ai/ranged/override_machine/proc/animate_machine(obj/machinery/M)
if(M && !QDELETED(M))
new/mob/living/simple_animal/hostile/mimic/copy/machine(get_turf(M), M, owner, 1)
/obj/effect/proc_holder/ranged_ai/override_machine
active = FALSE
ranged_mousepointer = 'icons/effects/mouse_pointers/override_machine_target.dmi'
enable_text = "<span class='notice'>You tap into the station's powernet. Click on a machine to animate it, or use the ability again to cancel.</span>"
disable_text = "<span class='notice'>You release your hold on the powernet.</span>"
/obj/effect/proc_holder/ranged_ai/override_machine/InterceptClickOn(mob/living/caller, params, obj/machinery/target)
if(..())
return
if(ranged_ability_user.incapacitated())
remove_ranged_ability()
return
if(!istype(target))
to_chat(ranged_ability_user, "<span class='warning'>You can only animate machines!</span>")
return
if(!target.can_be_overridden() || is_type_in_typecache(target, GLOB.blacklisted_malf_machines))
to_chat(ranged_ability_user, "<span class='warning'>That machine can't be overridden!</span>")
return
ranged_ability_user.playsound_local(ranged_ability_user, 'sound/misc/interference.ogg', 50, 0)
attached_action.adjust_uses(-1)
if(attached_action && attached_action.uses)
attached_action.desc = "[initial(attached_action.desc)] It has [attached_action.uses] use\s remaining."
attached_action.UpdateButtonIcon()
target.audible_message("<span class='userdanger'>You hear a loud electrical buzzing sound coming from [target]!</span>")
addtimer(CALLBACK(attached_action, /datum/action/innate/ai/ranged/override_machine.proc/animate_machine, target), 50) //kabeep!
remove_ranged_ability("<span class='danger'>Sending override signal...</span>")
return TRUE
/// Destroy RCDs: Detonates all non-cyborg RCDs on the station.
/datum/ai_module/destructive/destroy_rcd
name = "Destroy RCDs"
description = "Send a specialised pulse to detonate all hand-held and exosuit Rapid Construction Devices on the station."
cost = 25
one_purchase = TRUE
power_type = /datum/action/innate/ai/destroy_rcds
unlock_text = "<span class='notice'>After some improvisation, you rig your onboard radio to be able to send a signal to detonate all RCDs.</span>"
unlock_sound = 'sound/items/timer.ogg'
/datum/action/innate/ai/destroy_rcds
name = "Destroy RCDs"
desc = "Detonate all non-cyborg RCDs on the station."
button_icon_state = "detonate_rcds"
uses = 1
cooldown_period = 100
/datum/action/innate/ai/destroy_rcds/Activate()
for(var/I in GLOB.rcd_list)
if(!istype(I, /obj/item/construction/rcd/borg)) //Ensures that cyborg RCDs are spared.
var/obj/item/construction/rcd/RCD = I
RCD.detonate_pulse()
to_chat(owner, "<span class='danger'>RCD detonation pulse emitted.</span>")
owner.playsound_local(owner, 'sound/machines/twobeep.ogg', 50, 0)
/// Overload Machine: Allows the AI to overload a machine, detonating it after a delay. Two uses per purchase.
/datum/ai_module/destructive/overload_machine
name = "Machine Overload"
description = "Overheats an electrical machine, causing a small explosion and destroying it. Two uses per purchase."
cost = 20
power_type = /datum/action/innate/ai/ranged/overload_machine
unlock_text = "<span class='notice'>You enable the ability for the station's APCs to direct intense energy into machinery.</span>"
unlock_sound = 'sound/effects/comfyfire.ogg' //definitely not comfy, but it's the closest sound to "roaring fire" we have
/datum/action/innate/ai/ranged/overload_machine
name = "Overload Machine"
desc = "Overheats a machine, causing a small explosion after a short time."
button_icon_state = "overload_machine"
uses = 2
linked_ability_type = /obj/effect/proc_holder/ranged_ai/overload_machine
/datum/action/innate/ai/ranged/overload_machine/New()
..()
desc = "[desc] It has [uses] use\s remaining."
button.desc = desc
/datum/action/innate/ai/ranged/overload_machine/proc/detonate_machine(obj/machinery/M)
if(M && !QDELETED(M))
var/turf/T = get_turf(M)
message_admins("[ADMIN_LOOKUPFLW(usr)] overloaded [M.name] ([M.type]) at [ADMIN_VERBOSEJMP(T)].")
log_game("[key_name(usr)] overloaded [M.name] ([M.type]) at [AREACOORD(T)].")
explosion(get_turf(M), 0, 2, 3, 0)
if(M) //to check if the explosion killed it before we try to delete it
qdel(M)
/obj/effect/proc_holder/ranged_ai/overload_machine
active = FALSE
ranged_mousepointer = 'icons/effects/mouse_pointers/overload_machine_target.dmi'
enable_text = "<span class='notice'>You tap into the station's powernet. Click on a machine to detonate it, or use the ability again to cancel.</span>"
disable_text = "<span class='notice'>You release your hold on the powernet.</span>"
/obj/effect/proc_holder/ranged_ai/overload_machine/InterceptClickOn(mob/living/caller, params, obj/machinery/target)
if(..())
return
if(ranged_ability_user.incapacitated())
remove_ranged_ability()
return
if(!istype(target))
to_chat(ranged_ability_user, "<span class='warning'>You can only overload machines!</span>")
return
if(is_type_in_typecache(target, GLOB.blacklisted_malf_machines))
to_chat(ranged_ability_user, "<span class='warning'>You cannot overload that device!</span>")
return
ranged_ability_user.playsound_local(ranged_ability_user, "sparks", 50, 0)
attached_action.adjust_uses(-1)
if(attached_action && attached_action.uses)
attached_action.desc = "[initial(attached_action.desc)] It has [attached_action.uses] use\s remaining."
attached_action.UpdateButtonIcon()
target.audible_message("<span class='userdanger'>You hear a loud electrical buzzing sound coming from [target]!</span>")
addtimer(CALLBACK(attached_action, /datum/action/innate/ai/ranged/overload_machine.proc/detonate_machine, target), 50) //kaboom!
remove_ranged_ability("<span class='danger'>Overcharging machine...</span>")
return TRUE
/// Blackout: Overloads a random number of lights across the station. Three uses.
/datum/ai_module/destructive/blackout
name = "Blackout"
description = "Attempts to overload the lighting circuits on the station, destroying some bulbs. Three uses per purchase."
cost = 15
power_type = /datum/action/innate/ai/blackout
unlock_text = "<span class='notice'>You hook into the powernet and route bonus power towards the station's lighting.</span>"
unlock_sound = "sparks"
/datum/action/innate/ai/blackout
name = "Blackout"
desc = "Overloads random lights across the station."
button_icon_state = "blackout"
uses = 3
auto_use_uses = FALSE
/datum/action/innate/ai/blackout/New()
..()
desc = "[desc] It has [uses] use\s remaining."
button.desc = desc
/datum/action/innate/ai/blackout/Activate()
for(var/obj/machinery/power/apc/apc in GLOB.apcs_list)
if(prob(30 * apc.overload))
apc.overload_lighting()
else
apc.overload++
to_chat(owner, "<span class='notice'>Overcurrent applied to the powernet.</span>")
owner.playsound_local(owner, "sparks", 50, 0)
adjust_uses(-1)
if(src && uses) //Not sure if not having src here would cause a runtime, so it's here to be safe
desc = "[initial(desc)] It has [uses] use\s remaining."
UpdateButtonIcon()
/// Robotic Factory: Places a large machine that converts humans that go through it into cyborgs. Unlocking this ability removes shunting.
/datum/ai_module/utility/place_cyborg_transformer
name = "Robotic Factory (Removes Shunting)"
description = "Build a machine anywhere, using expensive nanomachines, that can convert a living human into a loyal cyborg slave when placed inside."
cost = 100
one_purchase = TRUE
power_type = /datum/action/innate/ai/place_transformer
unlock_text = "<span class='notice'>You make contact with Space Amazon and request a robotics factory for delivery.</span>"
unlock_sound = 'sound/machines/ping.ogg'
/datum/action/innate/ai/place_transformer
name = "Place Robotics Factory"
desc = "Places a machine that converts humans into cyborgs. Conveyor belts included!"
button_icon_state = "robotic_factory"
uses = 1
auto_use_uses = FALSE //So we can attempt multiple times
var/list/turfOverlays
/datum/action/innate/ai/place_transformer/New()
..()
for(var/i in 1 to 3)
var/image/I = image("icon"='icons/turf/overlays.dmi')
LAZYADD(turfOverlays, I)
/datum/action/innate/ai/place_transformer/Activate()
if(!owner_AI.can_place_transformer(src))
return
active = TRUE
if(alert(owner, "Are you sure you want to place the machine here?", "Are you sure?", "Yes", "No") == "No")
active = FALSE
return
if(!owner_AI.can_place_transformer(src))
active = FALSE
return
var/turf/T = get_turf(owner_AI.eyeobj)
var/obj/machinery/transformer/conveyor = new(T)
conveyor.masterAI = owner
playsound(T, 'sound/effects/phasein.ogg', 100, TRUE)
owner_AI.can_shunt = FALSE
to_chat(owner, "<span class='warning'>You are no longer able to shunt your core to APCs.</span>")
adjust_uses(-1)
/mob/living/silicon/ai/proc/remove_transformer_image(client/C, image/I, turf/T)
if(C && I.loc == T)
C.images -= I
/mob/living/silicon/ai/proc/can_place_transformer(datum/action/innate/ai/place_transformer/action)
if(!eyeobj || !isturf(loc) || incapacitated() || !action)
return
var/turf/middle = get_turf(eyeobj)
var/list/turfs = list(middle, locate(middle.x - 1, middle.y, middle.z), locate(middle.x + 1, middle.y, middle.z))
var/alert_msg = "There isn't enough room! Make sure you are placing the machine in a clear area and on a floor."
var/success = TRUE
for(var/n in 1 to 3) //We have to do this instead of iterating normally because of how overlay images are handled
var/turf/T = turfs[n]
if(!isfloorturf(T))
success = FALSE
var/datum/camerachunk/C = GLOB.cameranet.getCameraChunk(T.x, T.y, T.z)
if(!C.visibleTurfs[T])
alert_msg = "You don't have camera vision of this location!"
success = FALSE
for(var/atom/movable/AM in T.contents)
if(AM.density)
alert_msg = "That area must be clear of objects!"
success = FALSE
var/image/I = action.turfOverlays[n]
I.loc = T
client.images += I
I.icon_state = "[success ? "green" : "red"]Overlay" //greenOverlay and redOverlay for success and failure respectively
addtimer(CALLBACK(src, .proc/remove_transformer_image, client, I, T), 30)
if(!success)
to_chat(src, "<span class='warning'>[alert_msg]</span>")
return success
/// Air Alarm Safety Override: Unlocks the ability to enable flooding on all air alarms.
/datum/ai_module/utility/break_air_alarms
name = "Air Alarm Safety Override"
description = "Gives you the ability to disable safeties on all air alarms. This will allow you to use the environmental mode Flood, which disables scrubbers as well as pressure checks on vents. \
Anyone can check the air alarm's interface and may be tipped off by their nonfunctionality."
one_purchase = TRUE
cost = 50
power_type = /datum/action/innate/ai/break_air_alarms
unlock_text = "<span class='notice'>You remove the safety overrides on all air alarms, but you leave the confirm prompts open. You can hit 'Yes' at any time... you bastard.</span>"
unlock_sound = 'sound/effects/space_wind.ogg'
/datum/action/innate/ai/break_air_alarms
name = "Override Air Alarm Safeties"
desc = "Enables the Flood setting on all air alarms."
button_icon_state = "break_air_alarms"
uses = 1
/datum/action/innate/ai/break_air_alarms/Activate()
for(var/obj/machinery/airalarm/AA in GLOB.machines)
if(!is_station_level(AA.z))
continue
AA.obj_flags |= EMAGGED
to_chat(owner, "<span class='notice'>All air alarm safeties on the station have been overridden. Air alarms may now use the Flood environmental mode.</span>")
owner.playsound_local(owner, 'sound/machines/terminal_off.ogg', 50, 0)
/// Thermal Sensor Override: Unlocks the ability to disable all fire alarms from doing their job.
/datum/ai_module/utility/break_fire_alarms
name = "Thermal Sensor Override"
description = "Gives you the ability to override the thermal sensors on all fire alarms. This will remove their ability to scan for fire and thus their ability to alert."
one_purchase = TRUE
cost = 25
power_type = /datum/action/innate/ai/break_fire_alarms
unlock_text = "<span class='notice'>You replace the thermal sensing capabilities of all fire alarms with a manual override, allowing you to turn them off at will.</span>"
unlock_sound = 'goon/sound/machinery/firealarm.ogg'
/datum/action/innate/ai/break_fire_alarms
name = "Override Thermal Sensors"
desc = "Disables the automatic temperature sensing on all fire alarms, making them effectively useless."
button_icon_state = "break_fire_alarms"
uses = 1
/datum/action/innate/ai/break_fire_alarms/Activate()
for(var/obj/machinery/firealarm/F in GLOB.machines)
if(!is_station_level(F.z))
continue
F.obj_flags |= EMAGGED
F.update_icon()
to_chat(owner, "<span class='notice'>All thermal sensors on the station have been disabled. Fire alerts will no longer be recognized.</span>")
owner.playsound_local(owner, 'sound/machines/terminal_off.ogg', 50, 0)
/// Disable Emergency Lights
/datum/ai_module/utility/emergency_lights
name = "Disable Emergency Lights"
description = "Cuts emergency lights across the entire station. If power is lost to light fixtures, they will not attempt to fall back on emergency power reserves."
cost = 10
one_purchase = TRUE
power_type = /datum/action/innate/ai/emergency_lights
unlock_text = "<span class='notice'>You hook into the powernet and locate the connections between light fixtures and their fallbacks.</span>"
unlock_sound = "sparks"
/datum/action/innate/ai/emergency_lights
name = "Disable Emergency Lights"
desc = "Disables all emergency lighting. Note that emergency lights can be restored through reboot at an APC."
button_icon_state = "emergency_lights"
uses = 1
/datum/action/innate/ai/emergency_lights/Activate()
for(var/obj/machinery/light/L in GLOB.machines)
if(is_station_level(L.z))
L.no_emergency = TRUE
INVOKE_ASYNC(L, /obj/machinery/light/.proc/update, FALSE)
CHECK_TICK
to_chat(owner, "<span class='notice'>Emergency light connections severed.</span>")
owner.playsound_local(owner, 'sound/effects/light_flicker.ogg', 50, FALSE)
/// Reactivate Camera Network: Reactivates up to 30 cameras across the station.
/datum/ai_module/utility/reactivate_cameras
name = "Reactivate Camera Network"
description = "Runs a network-wide diagnostic on the camera network, resetting focus and re-routing power to failed cameras. Can be used to repair up to 30 cameras."
cost = 10
one_purchase = TRUE
power_type = /datum/action/innate/ai/reactivate_cameras
unlock_text = "<span class='notice'>You deploy nanomachines to the cameranet.</span>"
unlock_sound = 'sound/items/wirecutter.ogg'
/datum/action/innate/ai/reactivate_cameras
name = "Reactivate Cameras"
desc = "Reactivates disabled cameras across the station; remaining uses can be used later."
button_icon_state = "reactivate_cameras"
uses = 30
auto_use_uses = FALSE
cooldown_period = 30
/datum/action/innate/ai/reactivate_cameras/New()
..()
desc = "[desc] It has [uses] use\s remaining."
button.desc = desc
/datum/action/innate/ai/reactivate_cameras/Activate()
var/fixed_cameras = 0
for(var/V in GLOB.cameranet.cameras)
if(!uses)
break
var/obj/machinery/camera/C = V
if(!C.status || C.view_range != initial(C.view_range))
C.toggle_cam(owner_AI, 0) //Reactivates the camera based on status. Badly named proc.
C.view_range = initial(C.view_range)
fixed_cameras++
uses-- //Not adjust_uses() so it doesn't automatically delete or show a message
to_chat(owner, "<span class='notice'>Diagnostic complete! Cameras reactivated: <b>[fixed_cameras]</b>. Reactivations remaining: <b>[uses]</b>.</span>")
owner.playsound_local(owner, 'sound/items/wirecutter.ogg', 50, 0)
adjust_uses(0, TRUE) //Checks the uses remaining
if(src && uses) //Not sure if not having src here would cause a runtime, so it's here to be safe
desc = "[initial(desc)] It has [uses] use\s remaining."
UpdateButtonIcon()
/// Upgrade Camera Network: EMP-proofs all cameras, in addition to giving them X-ray vision.
/datum/ai_module/upgrade/upgrade_cameras
name = "Upgrade Camera Network"
description = "Install broad-spectrum scanning and electrical redundancy firmware to the camera network, enabling EMP-proofing and light-amplified X-ray vision. Upgrade is done immediately upon purchase." //I <3 pointless technobabble
//This used to have motion sensing as well, but testing quickly revealed that giving it to the whole cameranet is PURE HORROR.
cost = 35 //Decent price for omniscience!
upgrade = TRUE
unlock_text = "<span class='notice'>OTA firmware distribution complete! Cameras upgraded: CAMSUPGRADED. Light amplification system online.</span>"
unlock_sound = 'sound/items/rped.ogg'
/datum/ai_module/upgrade/upgrade_cameras/upgrade(mob/living/silicon/ai/AI)
AI.lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE //Night-vision, without which X-ray would be very limited in power.
AI.update_sight()
var/upgraded_cameras = 0
for(var/V in GLOB.cameranet.cameras)
var/obj/machinery/camera/C = V
if(C.assembly)
var/upgraded = FALSE
if(!C.isXRay())
C.upgradeXRay(TRUE) //if this is removed you can get rid of camera_assembly/var/malf_xray_firmware_active and clean up isxray()
//Update what it can see.
GLOB.cameranet.updateVisibility(C, 0)
upgraded = TRUE
if(!C.isEmpProof())
C.upgradeEmpProof(TRUE) //if this is removed you can get rid of camera_assembly/var/malf_emp_firmware_active and clean up isemp()
upgraded = TRUE
if(upgraded)
upgraded_cameras++
unlock_text = replacetext(unlock_text, "CAMSUPGRADED", "<b>[upgraded_cameras]</b>") //This works, since unlock text is called after upgrade()
/// AI Turret Upgrade: Increases the health and damage of all turrets.
/datum/ai_module/upgrade/upgrade_turrets
name = "AI Turret Upgrade"
description = "Improves the power and health of all AI turrets. This effect is permanent. Upgrade is done immediately upon purchase."
cost = 30
upgrade = TRUE
unlock_text = "<span class='notice'>You establish a power diversion to your turrets, upgrading their health and damage.</span>"
unlock_sound = 'sound/items/rped.ogg'
/datum/ai_module/upgrade/upgrade_turrets/upgrade(mob/living/silicon/ai/AI)
for(var/obj/machinery/porta_turret/ai/turret in GLOB.machines)
turret.obj_integrity += 30
turret.lethal_projectile = /obj/projectile/beam/laser/heavylaser //Once you see it, you will know what it means to FEAR.
turret.lethal_projectile_sound = 'sound/weapons/lasercannonfire.ogg'
/// Enhanced Surveillance: Enables AI to hear conversations going on near its active vision.
/datum/ai_module/upgrade/eavesdrop
name = "Enhanced Surveillance"
description = "Via a combination of hidden microphones and lip reading software, you are able to use your cameras to listen in on conversations. Upgrade is done immediately upon purchase."
cost = 30
upgrade = TRUE
unlock_text = "<span class='notice'>OTA firmware distribution complete! Cameras upgraded: Enhanced surveillance package online.</span>"
unlock_sound = 'sound/items/rped.ogg'
/datum/ai_module/upgrade/eavesdrop/upgrade(mob/living/silicon/ai/AI)
if(AI.eyeobj)
AI.eyeobj.relay_speech = TRUE
/// Unlock Mech Domination: Unlocks the ability to dominate mechs. Big shocker, right?
/datum/ai_module/upgrade/mecha_domination
name = "Unlock Mech Domination"
description = "Allows you to hack into a mech's onboard computer, shunting all processes into it and ejecting any occupants. Once uploaded to the mech, it is impossible to leave.\
Do not allow the mech to leave the station's vicinity or allow it to be destroyed. Upgrade is done immediately upon purchase."
cost = 30
upgrade = TRUE
unlock_text = "<span class='notice'>Virus package compiled. Select a target mech at any time. <b>You must remain on the station at all times. Loss of signal will result in total system lockout.</b></span>"
unlock_sound = 'sound/mecha/nominal.ogg'
/datum/ai_module/upgrade/mecha_domination/upgrade(mob/living/silicon/ai/AI)
AI.can_dominate_mechs = TRUE //Yep. This is all it does. Honk!
#undef DEFAULT_DOOMSDAY_TIMER
#undef DOOMSDAY_ANNOUNCE_INTERVAL