robot
Vars | |
alert_control | Station alert datum for showing alerts UI |
---|---|
can_ride_typecache | What types of mobs are allowed to ride/buckle to this mob |
disabled_modules | For checking which modules are disabled or not. |
ident | Random serial number generated for each cyborg upon its initialization |
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. |
modularInterface | The reference to the built-in tablet that borgs carry. |
opened | If this is a path, this gets created as an object in Initialize. |
previous_health | the last health before updating - to check net change in health |
vtec_disabled | vtec shorted out |
Procs | |
Exited | Checking Exited() to detect if a hat gets up and walks off. Drones and pAIs might do this, after all. |
activated | Checks if the item is currently in a slot. |
add_to_upgrades | Moves the upgrade inside the robot and registers relevant signals. |
apply_upgrade | Called when a mob uses an upgrade on an open borg. Checks to make sure the upgrade can be applied |
break_all_cyborg_slots | Breaks all of a cyborg's slots. |
break_cyborg_slot | Breaks the slot number, changing the icon. |
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 |
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. |
logevent | Records an IC event log entry in the cyborg's internal tablet. |
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_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 |
smash_headlamp | Handles headlamp smashing |
toggle_gender | Allows "cyborg" players to change gender at will - Modularised here |
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. |
uneq_all | Unequips all held items. |
unequip_module_from_slot | Unequips item item_module from slot module_num. Deletes it if delete_after = TRUE. |
update_icons | this is bad code |
Var Details
alert_control
Station alert datum for showing alerts UI
can_ride_typecache
What types of mobs are allowed to ride/buckle to this mob
disabled_modules
For checking which modules are disabled or not.
ident
Random serial number generated for each cyborg upon its initialization
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.
modularInterface
The reference to the built-in tablet that borgs carry.
opened
If this is a path, this gets created as an object in Initialize.
previous_health
the last health before updating - to check net change in health
vtec_disabled
vtec shorted out
Proc Details
Exited
Checking Exited() to detect if a hat gets up and walks off. Drones and pAIs might do this, after all.
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
Modified to accept items inside of grippers, used for code\modules\tgui\states\hands.dm:27
Arguments
- item_module - the item being checked
add_to_upgrades
Moves the upgrade inside the robot and registers relevant signals.
apply_upgrade
Called when a mob uses an upgrade on an open borg. Checks to make sure the upgrade can be applied
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.
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
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)
Arguments
- get_gripper - If the active module is a gripper, should we return the gripper or the contained item? (if the gripper contains nothing, returns the gripper anyways)
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
logevent
Records an IC event log entry in the cyborg's internal tablet.
Creates an entry in the borglog list of the cyborg's internal tablet, listing the current in-game time followed by the message given. These logs can be seen by the cyborg in their BorgUI tablet app. By design, logging fails if the cyborg is dead.
Arguments: arg1: a string containing the message to log.
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_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
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_gender
Allows "cyborg" players to change gender at will - Modularised here
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.
Will always consider dropping gripper contents first.
uneq_all
Unequips all held items.
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.
update_icons
this is bad code