/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
can_ride_typecacheWhat types of mobs are allowed to ride/buckle to this mob
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
identRandom serial number generated for each cyborg upon its initialization
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.
shown_robot_modulesUsed to determine whether they have the module menu shown or not
smoke_particlesSmoke particle holder for brute damage
spark_particlesSpark particle holder 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.
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
equip_module_to_slotIs passed an item and a module slot. Equips the item to that borg slot.
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_updateUpdates the observers's screens with cyborg itemss. Arguments
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.
unequip_module_from_slotUnequips item item_module from slot module_num. Deletes it if delete_after = TRUE.
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

can_ride_typecache

What types of mobs are allowed to ride/buckle to this mob

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

ident

Random serial number generated for each cyborg upon its initialization

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.

shown_robot_modules

Used to determine whether they have the module menu shown or not

smoke_particles

Smoke particle holder for brute damage

spark_particles

Spark particle holder 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.

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

equip_module_to_slot

Is passed an item and a module slot. Equips the item to that borg slot.

Arguments

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

Updates the observers's screens with cyborg itemss. Arguments

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.

unequip_module_from_slot

Unequips item item_module from slot module_num. Deletes it if delete_after = TRUE.

Arguments

updatename

Updates the borg name taking the client preferences into account.