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

brain

Vars

brain_sizeSize modifier for the sprite
can_smoothen_outCan this brain become smooth after it gets washed
damage_deltaTwo variables necessary for calculating whether we get a brain trauma or not
decay_factorThe brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
decoy_overrideIf it's a fake brain with no brainmob assigned. Feedback messages will be faked as if it does have a brainmob. See changelings & dullahans.
max_skillchip_complexityMaximum skillchip complexity we can support before they stop working. Do not reference this var directly and instead call get_max_skillchip_complexity()
max_skillchip_slotsMaximum skillchip slots available. Do not reference this var directly and instead call get_max_skillchip_slots()
skillchipsList of skillchip items, their location should be this brain.
smooth_brainWe got smooth from being washed

Procs

activate_skillchip_failsafeDeactivates all chips currently in the brain.
add_trauma_to_traumasAdds the passed trauma instance to our list of traumas and links it to our brain. DOES NOT handle setting up the trauma, that's done by [proc/brain_gain_trauma]!
brain_damage_examineNeeded so subtypes can override examine text while still calling parent
clone_skillchip_listCreates a list of assoc lists containing skillchip types and key metadata.
destroy_all_skillchipsDestroys all skillchips in the brain, calling on_removal if the brain has an owner. Arguments:
get_attacking_limbThis proc lets the mob's brain decide what bodypart to attack with in an unarmed strike.
get_max_skillchip_complexityReturns the total maximum skillchip complexity supported by this brain.
get_max_skillchip_slotsReturns the total maximum skillchip slot capacity supported by this brain.
get_used_skillchip_complexityReturns the total current skillchip complexity used in this brain.
get_used_skillchip_slotsReturns the total current skillchip slot capacity used in this brain.
has_trauma_typeTRAUMAS
implant_skillchipAttempts to implant target skillchip into the brain.
remove_skillchipAttempts to remove target skillchip from the brain.
remove_trauma_from_traumasRemoves the passed trauma instance to our list of traumas and links it to our brain DOES NOT handle removing the trauma's effects, that's done by /datum/brain_trauma/Destroy()!
replace_intoBrains REALLY like ghosting people. we need special tricks to avoid that, namely removing the old brain with no_id_transfer
update_skillchipsDisables or re-enables any extra skillchips after skillchip limit changes.

Var Details

brain_size

Size modifier for the sprite

can_smoothen_out

Can this brain become smooth after it gets washed

damage_delta

Two variables necessary for calculating whether we get a brain trauma or not

decay_factor

The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth

decoy_override

If it's a fake brain with no brainmob assigned. Feedback messages will be faked as if it does have a brainmob. See changelings & dullahans.

max_skillchip_complexity

Maximum skillchip complexity we can support before they stop working. Do not reference this var directly and instead call get_max_skillchip_complexity()

max_skillchip_slots

Maximum skillchip slots available. Do not reference this var directly and instead call get_max_skillchip_slots()

skillchips

List of skillchip items, their location should be this brain.

smooth_brain

We got smooth from being washed

Proc Details

activate_skillchip_failsafe

Deactivates all chips currently in the brain.

add_trauma_to_traumas

Adds the passed trauma instance to our list of traumas and links it to our brain. DOES NOT handle setting up the trauma, that's done by [proc/brain_gain_trauma]!

brain_damage_examine

Needed so subtypes can override examine text while still calling parent

clone_skillchip_list

Creates a list of assoc lists containing skillchip types and key metadata.

Returns a complete list of new skillchip types with their metadata cloned from the brain's existing skillchip stock. Rumour has it that Changelings just LOVE this proc. Arguments:

destroy_all_skillchips

Destroys all skillchips in the brain, calling on_removal if the brain has an owner. Arguments:

get_attacking_limb

This proc lets the mob's brain decide what bodypart to attack with in an unarmed strike.

get_max_skillchip_complexity

Returns the total maximum skillchip complexity supported by this brain.

get_max_skillchip_slots

Returns the total maximum skillchip slot capacity supported by this brain.

get_used_skillchip_complexity

Returns the total current skillchip complexity used in this brain.

get_used_skillchip_slots

Returns the total current skillchip slot capacity used in this brain.

has_trauma_type

TRAUMAS

implant_skillchip

Attempts to implant target skillchip into the brain.

Returns whether the skillchip was implanted or not. If you're implanting the skillchip into a mob, use the implant_skillchip proc in mob/living/carbon instead. DANGEROUS - This proc assumes you've done the appropriate checks to make sure the skillchip should be implanted. Where possible, call the mob/living/carbon version of this proc which does relevant checks. Arguments:

remove_skillchip

Attempts to remove target skillchip from the brain.

Returns whether the skillchip was removed or not. If you're removing the skillchip from a mob, use the remove_skillchip proc in mob/living/carbon instead. Arguments:

remove_trauma_from_traumas

Removes the passed trauma instance to our list of traumas and links it to our brain DOES NOT handle removing the trauma's effects, that's done by /datum/brain_trauma/Destroy()!

replace_into

Brains REALLY like ghosting people. we need special tricks to avoid that, namely removing the old brain with no_id_transfer

update_skillchips

Disables or re-enables any extra skillchips after skillchip limit changes.