robot
Vars | |
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 |
Procs | |
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. |
activated | Checks if the item is currently in a slot. |
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. |
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 |
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. |
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. |
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 |
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. |
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 |
setup_default_name | Used to setup the a basic and (somewhat) unique name for the robot. |
smash_headlamp | Handles headlamp smashing |
toggle_headlamp | Handles headlamp toggling, disabling, and color setting. |
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. |
updatename | Updates 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
- item_module - the item being equipped to a slot.
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
- item_module - the item being checked
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
- module_num - the slot number being repaired.
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:
- AI - AI unit that initiated the deployment into the AI shell
deselect_module
Deselects the module in the slot module_num. Arguments
- module_num - the slot number being de-selected
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
- item_module - the item being equipped to a slot
- module_num - the slot number being equipped to.
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
- module_num - the passed module num that is checked for validity.
- check_all_slots - TRUE = the proc checks all slots | FALSE = the proc only checks un-disabled slots
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:
- board - B.O.R.I.S. module board used for transforming the cyborg into AI shell
observer_screen_update
Updates the observers's screens with cyborg itemss. Arguments
- item_module - the item being added or removed from the screen
- add - whether or not the item is being added, or removed.
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
- module_num - the module number being repaired.
revert_shell
revert_shell: Reverts AI shell back into a normal cyborg unit
select_module
Selects the module in the slot module_num. Arguments
- module_num - the slot number being selected
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:
- arg1 - turn_off, if enabled will force the lamp into an off state (rather than toggling it if possible)
- arg2 - update_color, if enabled, will adjust the behavior of the proc to change the color of the light if it is already on.
toggle_module
Toggles selection of the module in the slot module_num. Arguments
- module_num - the slot number being toggled
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
- item_module - the item being unequipped
- module_num - the slot number being unequipped.
updatename
Updates the borg name taking the client preferences into account.