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

robot

Vars

ai_lockdownBoolean of whether the borg was locked by its AI or nothing
alert_controlStation alert datum for showing alerts UI
cellIf this is a path, this gets created as an object in Initialize.
disabled_modulesFor checking which modules are disabled or not.
disabled_timeIf we've been forcibly disabled for a temporary amount of time.
eye_flash_timerHolds a reference to the timer taking care of blinking lights on dead cyborgs
interfaceButtonThe reference to the built-in tablet that borgs carry.
ion_trailIonpulse effect.
ionpulseJetpack-like effect.
ionpulse_onJetpack-like effect.
lampButtonLamp button reference
lamp_colorSet lamp color
lamp_doomSet to true if a doomsday event is locking our lamp to on and RED
lamp_enabledIf the lamp is turned on
lamp_functionalIf the lamp isn't broken.
lamp_intensityLamp brightness. Starts at 3, but can be 1 - 5.
lamp_power_consumptionPower consumption of the light per lamp_intensity.
lawupdateCyborgs will sync their laws with their AI by default
lockchargeBoolean of whether the borg is locked down or not
lockdown_timerTimer that allows the borg to self-unlock after a set amount of time
low_power_modeWhether the robot has no charge left.
modelRepresents the cyborg's model (engineering, medical, etc.)
previous_healththe last health before updating - to check net change in health
robot_suitUsed for deconstruction to remember what the borg was constructed out of.
scrambledcodesUsed to determine if a borg shows up on the robotics console. Setting to TRUE hides them.
smoke_particlesSmoke particle type for brute damage
spark_particlesSpark particle type for burn damage
spark_systemSo they can initialize sparks whenever/N

Procs

ExitedChecking Exited() to detect if a hat gets up and walks off. Drones and pAIs might do this, after all.
activate_moduleFinds the first available slot and attemps to put item item_module in it.
activatedChecks if the item is currently in a slot.
add_to_upgradesMoves the upgrade inside the robot and registers relevant signals.
after_rightedFor any special cases for robots after being righted.
apply_upgradeCalled when a mob uses an upgrade on an open borg. Checks to make sure the upgrade can be applied
borg_emag_endA async proc called from [emag_act] that gives the borg a lot of flavortext, and applies the syndicate lawset after a delay.
break_all_cyborg_slotsBreaks all of a cyborg's slots.
break_cyborg_slotBreaks the slot number, changing the icon.
cyborg_deconstructCompletely deconstructs the borg, dropping the MMI/posibrain, removing applied upgrades and stripping the exoskeleton of all limbs, while also burning out the flashes and prying out the cabling and the cell used in construction
cycle_modulesCycles through the list of enabled modules, deselecting the current one and selecting the next one.
deactivate_moduleHelper for cyborgs unequipping things.
deploy_initdeploy_init: Deploys AI unit into AI shell
deselect_moduleDeselects the module in the slot module_num. Arguments
draw_powerDraw power from the robot
dump_into_mmiDumps the current occupant of the cyborg into an MMI at the passed location Returns the borg's MMI on success
get_active_held_itemReturns the thing in our active hand (whatever is in our active module-slot, in this case)
get_selected_moduleReturns the slot number of the selected module, or zero if no modules are selected.
is_invalid_module_numberChecks if the provided module number is a valid number.
lockdown_overrideAllows the borg to unlock themselves after a lenghty period of time.
make_shellmake_shell: Makes an AI shell out of a cyborg unit
observer_screen_update
on_light_eaterSpecial handling for getting hit with a light eater
on_saboteurspecial handling for getting shot with a light disruptor/saboteur e.g. the fisher
on_upgrade_deletedCalled when an applied upgrade is deleted.
remove_from_upgradesCalled when an upgrade is moved outside the robot. So don't call this directly, use forceMove etc.
repair_all_cyborg_slotsRepairs all slots. Unbroken slots are unaffected.
repair_cyborg_slotRepairs the slot number, updating the icon.
revert_shellrevert_shell: Reverts AI shell back into a normal cyborg unit
select_moduleSelects the module in the slot module_num. Arguments
set_lockchargeReports the event of the change in value of the lockcharge variable.
set_modularInterface_themeSets the tablet theme and icon
setup_default_nameUsed to setup the a basic and (somewhat) unique name for the robot.
smash_headlampHandles headlamp smashing
toggle_headlampHandles headlamp toggling, disabling, and color setting.
toggle_moduleToggles selection of the module in the slot module_num. Arguments
uneq_activeUnequips the active held item, if there is one.
updatenameUpdates the borg name taking the client preferences into account.

Var Details

ai_lockdown

Boolean of whether the borg was locked by its AI or nothing

alert_control

Station alert datum for showing alerts UI

cell

If this is a path, this gets created as an object in Initialize.

disabled_modules

For checking which modules are disabled or not.

disabled_time

If we've been forcibly disabled for a temporary amount of time.

eye_flash_timer

Holds a reference to the timer taking care of blinking lights on dead cyborgs

interfaceButton

The reference to the built-in tablet that borgs carry.

ion_trail

Ionpulse effect.

ionpulse

Jetpack-like effect.

ionpulse_on

Jetpack-like effect.

lampButton

Lamp button reference

lamp_color

Set lamp color

lamp_doom

Set to true if a doomsday event is locking our lamp to on and RED

lamp_enabled

If the lamp is turned on

lamp_functional

If the lamp isn't broken.

lamp_intensity

Lamp brightness. Starts at 3, but can be 1 - 5.

lamp_power_consumption

Power consumption of the light per lamp_intensity.

lawupdate

Cyborgs will sync their laws with their AI by default

lockcharge

Boolean of whether the borg is locked down or not

lockdown_timer

Timer that allows the borg to self-unlock after a set amount of time

low_power_mode

Whether the robot has no charge left.

model

Represents the cyborg's model (engineering, medical, etc.)

previous_health

the last health before updating - to check net change in health

robot_suit

Used for deconstruction to remember what the borg was constructed out of.

scrambledcodes

Used to determine if a borg shows up on the robotics console. Setting to TRUE hides them.

smoke_particles

Smoke particle type for brute damage

spark_particles

Spark particle type for burn damage

spark_system

So they can initialize sparks whenever/N

Proc Details

Exited

Checking Exited() to detect if a hat gets up and walks off. Drones and pAIs might do this, after all.

activate_module

Finds the first available slot and attemps to put item item_module in it.

Arguments

activated

Checks if the item is currently in a slot.

If the item is found in a slot, this returns TRUE. Otherwise, it returns FALSE Arguments

add_to_upgrades

Moves the upgrade inside the robot and registers relevant signals.

after_righted

For any special cases for robots after being righted.

apply_upgrade

Called when a mob uses an upgrade on an open borg. Checks to make sure the upgrade can be applied

borg_emag_end

A async proc called from [emag_act] that gives the borg a lot of flavortext, and applies the syndicate lawset after a delay.

break_all_cyborg_slots

Breaks all of a cyborg's slots.

break_cyborg_slot

Breaks the slot number, changing the icon.

Arguments

cyborg_deconstruct

Completely deconstructs the borg, dropping the MMI/posibrain, removing applied upgrades and stripping the exoskeleton of all limbs, while also burning out the flashes and prying out the cabling and the cell used in construction

cycle_modules

Cycles through the list of enabled modules, deselecting the current one and selecting the next one.

deactivate_module

Helper for cyborgs unequipping things.

deploy_init

deploy_init: Deploys AI unit into AI shell

Arguments:

deselect_module

Deselects the module in the slot module_num. Arguments

draw_power

Draw power from the robot

dump_into_mmi

Dumps the current occupant of the cyborg into an MMI at the passed location Returns the borg's MMI on success

get_active_held_item

Returns the thing in our active hand (whatever is in our active module-slot, in this case)

get_selected_module

Returns the slot number of the selected module, or zero if no modules are selected.

is_invalid_module_number

Checks if the provided module number is a valid number.

If the number is between 1 and 3 (if check_all_slots is true) or between 1 and the number of disabled modules (if check_all_slots is false), then it returns FALSE. Otherwise, it returns TRUE. Arguments

lockdown_override

Allows the borg to unlock themselves after a lenghty period of time.

make_shell

make_shell: Makes an AI shell out of a cyborg unit

Arguments:

observer_screen_update

Please do not use

Updates the observers's screens with cyborg items. Currently inventory code handling for observers is tied to carbon (get_held_overlays), meaning this snowflake code for borgs is necessary so observers watching borgs don't bug out. Once that's moved to the living, replace this with it. Removing from the screen is handled by 'doUnEquip' Arg:

on_light_eater

Special handling for getting hit with a light eater

on_saboteur

special handling for getting shot with a light disruptor/saboteur e.g. the fisher

on_upgrade_deleted

Called when an applied upgrade is deleted.

remove_from_upgrades

Called when an upgrade is moved outside the robot. So don't call this directly, use forceMove etc.

repair_all_cyborg_slots

Repairs all slots. Unbroken slots are unaffected.

repair_cyborg_slot

Repairs the slot number, updating the icon.

Arguments

revert_shell

revert_shell: Reverts AI shell back into a normal cyborg unit

select_module

Selects the module in the slot module_num. Arguments

set_lockcharge

Reports the event of the change in value of the lockcharge variable.

set_modularInterface_theme

Sets the tablet theme and icon

These variables are based on if the borg is a syndicate type or is emagged. This gets used in model change code and also borg emag code.

setup_default_name

Used to setup the a basic and (somewhat) unique name for the robot.

smash_headlamp

Handles headlamp smashing

When called (such as by the shadowperson lighteater's attack), this proc will break the borg's headlamp and then call toggle_headlamp to disable the light. It also plays a sound effect of glass breaking, and tells the borg what happened to its chat. Broken lights can be repaired by using a flashlight on the borg.

toggle_headlamp

Handles headlamp toggling, disabling, and color setting.

The initial if statment is a bit long, but the gist of it is that should the lamp be on AND the update_color arg be true, we should simply change the color of the lamp but not disable it. Otherwise, should the turn_off arg be true, the lamp already be enabled, any of the normal reasons the lamp would turn off happen, or the update_color arg be passed with the lamp not on, we should set the lamp off. The update_color arg is only ever true when this proc is called from the borg tablet, when the color selection feature is used.

Arguments:

toggle_module

Toggles selection of the module in the slot module_num. Arguments

uneq_active

Unequips the active held item, if there is one.

updatename

Updates the borg name taking the client preferences into account.