/tg/ Station 13 - Modules - TypesVar Details - Proc Details

ai_laws

Vars

hackedHacked laws Syndicate uploaded laws which are above all other laws These laws will go away when an AI is reset
idThe ID of this lawset, pretty much only used to tell if we're default or not
inherentCore laws Inherent laws are the "core" laws of the AI Reseting the AI will not remove these, these are intrinsit to whatever lawset they are running.
ionIon laws Special randomized (usually) laws which are above all over laws These laws will go away when an AI is reset
nameThe name of the lawset
ownerThe silicon linked to this lawset
protected_zerothIf TRUE, the zeroth law of this AI is protected and cannot be removed by players under normal circumstances.
suppliedSupplied laws Supplied laws are supplied in addition to the inherent laws - after the fact These laws will go away when an AI is reset
zerothZeroth law A lawset can only have 1 zeroth law, it's the top dog. Removed by things that remove core/inherent laws, but only if protected_zeroth is false. Otherwise, cannot be removed except by admins
zeroth_borgZeroth borg law It's just a zeroth law but specially themed for cyborgs ("follow your master" vs "accomplish your objectives")

Procs

add_hacked_lawAdds the passed law as an hacked law.
add_inherent_lawAdds the passed law as an inherent law. Simply adds it to the bottom of the inherent law list. No duplicate laws allowed.
add_ion_lawAdds the passed law as an ion law.
add_supplied_lawAdds the passed law as a supplied law at the passed priority level. Will override any existing supplied laws at that priority level.
clear_hacked_lawsClears all hacked laws.
clear_inherent_lawsClears all inherent laws from this lawset.
clear_ion_lawsClears all ion laws.
clear_supplied_lawsClears all supplied laws.
clear_zeroth_lawUnsets the zeroth (and zeroth borg) law from this lawset
copy_lawsetMakes a copy of the lawset and returns a new law datum.
get_law_amountGets the number of how many laws this AI has
get_law_listGenerates a list of all laws on this datum, including rendered HTML tags if required
remove_hacked_lawRemoves the passed law from the hacked law list.
remove_inherent_lawRemoves the passed law from the inherent law list.
remove_ion_lawRemoves the passed law from the ion law list.
remove_lawRemoves the law at the passed index of both inherent and supplied laws combined.
remove_supplied_law_by_lawRemoves the supplied law by law text, replacing it with a blank.
remove_supplied_law_by_numRemoves the supplied law at the passed number.
replace_random_lawRemoves a random law and replaces it with the new one
set_zeroth_lawSets this lawset's zeroth law to the passed law

Var Details

hacked

Hacked laws Syndicate uploaded laws which are above all other laws These laws will go away when an AI is reset

id

The ID of this lawset, pretty much only used to tell if we're default or not

inherent

Core laws Inherent laws are the "core" laws of the AI Reseting the AI will not remove these, these are intrinsit to whatever lawset they are running.

ion

Ion laws Special randomized (usually) laws which are above all over laws These laws will go away when an AI is reset

name

The name of the lawset

owner

The silicon linked to this lawset

protected_zeroth

If TRUE, the zeroth law of this AI is protected and cannot be removed by players under normal circumstances.

supplied

Supplied laws Supplied laws are supplied in addition to the inherent laws - after the fact These laws will go away when an AI is reset

zeroth

Zeroth law A lawset can only have 1 zeroth law, it's the top dog. Removed by things that remove core/inherent laws, but only if protected_zeroth is false. Otherwise, cannot be removed except by admins

zeroth_borg

Zeroth borg law It's just a zeroth law but specially themed for cyborgs ("follow your master" vs "accomplish your objectives")

Proc Details

add_hacked_law

Adds the passed law as an hacked law.

add_inherent_law

Adds the passed law as an inherent law. Simply adds it to the bottom of the inherent law list. No duplicate laws allowed.

add_ion_law

Adds the passed law as an ion law.

add_supplied_law

Adds the passed law as a supplied law at the passed priority level. Will override any existing supplied laws at that priority level.

clear_hacked_laws

Clears all hacked laws.

clear_inherent_laws

Clears all inherent laws from this lawset.

clear_ion_laws

Clears all ion laws.

clear_supplied_laws

Clears all supplied laws.

clear_zeroth_law

Unsets the zeroth (and zeroth borg) law from this lawset

This will NOT unset a malfunctioning AI's zero law if force is not true

Returns TRUE on success, or false otherwise

copy_lawset

Makes a copy of the lawset and returns a new law datum.

get_law_amount

Gets the number of how many laws this AI has

Returns a number, the number of laws we have

get_law_list

Generates a list of all laws on this datum, including rendered HTML tags if required

Arguments:

remove_hacked_law

Removes the passed law from the hacked law list.

remove_inherent_law

Removes the passed law from the inherent law list.

remove_ion_law

Removes the passed law from the ion law list.

remove_law

Removes the law at the passed index of both inherent and supplied laws combined.

For example, if a lawset has 3 inherent and 3 supplied laws... Calling this with number = 2 will remove the second inherent law while calling this with number = 4 will remove the first supplied law

Returns the law text of what law that was removed.

remove_supplied_law_by_law

Removes the supplied law by law text, replacing it with a blank.

remove_supplied_law_by_num

Removes the supplied law at the passed number.

replace_random_law

Removes a random law and replaces it with the new one

Args: law - The law that is being uploaded remove_law_groups - A list of law categories that can be deleted from insert_law_group - The law category that the law will be inserted into

set_zeroth_law

Sets this lawset's zeroth law to the passed law

Also can set the zeroth borg law, if this lawset is for master AIs. The zeroth borg law allows for AIs with zeroth laws to give a differing zeroth law to their child cyborgs