robot
Vars | |
allow_rename | Can a robot rename itself with the Namepick verb? |
---|---|
allow_resprite | Can a robot change it's looks after the module is initialized? Used by syndicate combat borgs. |
base_icon | The default skin of some special robots. |
braintype | Determines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside. |
brute_mod | Incoming brute damage is multiplied by this number. |
burn_mod | Incoming burn damage is multiplied by this number. |
can_lock_cover | If set to TRUE, a robot can re-lock its own cover. |
components | Components are basically robot organs. |
custom_eye_names | Robot skins with multiple variants for different modules. They require special handling to make their eyes display. |
custom_panel | Does the robot have a non-default sprite for an open service panel? |
custom_panel_names | Robot skins with non-default sprites for an open service panel. |
damage_protection | All incoming damage has this number subtracted from it. |
done_resprite | Has the robot done its one allowed resprite? |
ear_protection | Is the robot protected from the audio component of flashbangs? Prevents inflicting confusion. |
emagged | Has the robot been emagged? |
emp_protection | Is the robot immune to EMPs? |
externally_powered | If the cyborg is in a charger, or otherwise receiving power from an outside source. |
eye_protection | Is the robot protected from the visual portion of flashbangs and flashes? |
floorbuffer | Does the robot clean dirt under it when it moves onto a tile? |
has_advanced_reagent_vision | If set to TRUE, the robot can see the types and precice quantities of reagents in transparent containers, the % amount of different reagents in opaque containers, and can identify different blood types. |
has_camera | Determines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI. |
ident | Used when generating the number in default robot names. |
ionpulse | Does the robot have ion thrusters installed? |
ionpulse_on | Are the robot's ion thrusters activated? |
is_emaggable | Can the robot be emagged? |
lamp_intensity | Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2. |
lamp_max | Maximum brightness of a robot's headlamp. Set as a var for easy adjusting. |
lamp_recharging | Flag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon). |
last_camera_update | When the camera moved signal was sent last. Avoid overdoing it. |
lawupdate | Determines if the robot tries to sync its laws to a connected AI. |
lockcharge | Used when locking down a robot to preserve cell charge. |
locked | Is the robot's cover locked? |
low_power_mode | Has the robot's power cell run out of charge? |
mail_destination | Integer used to determine self-mailing location, used only by drones and saboteur robots. |
mmi | Used for deconstruction to remember what the robot was constructed out of. |
modtype | What specialisation the robot has. |
modules_break | If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage. |
opened | Is the robot's maintenance panel open? |
pdahide | If set to TRUE, the robot will be hidden on the PDA messenger list. |
rebooting | If the cyborg is rebooting from stamcrit |
req_access | Used for robot access checks. |
req_one_access | Determines the ID access needed to unlock the robot's cover. |
robot_suit | Used for deconstruction to remember what the robot was constructed out of. |
scrambledcodes | If set to TRUE, a robot will not be visible on the robotics control console. |
slowdown_cap | What the cyborg's maximum slowdown penalty is, if it has one. |
speed | Speed modifier. Positive numbers reduce speed, negative numbers increase it. |
tracking_entities | The number of known entities currently accessing the internal camera. |
variable_custom_panels | Robot skins with different sprites for open panels for each module. |
weapons_unlock | Setting to TRUE unlocks a borg's Safety Override modules. |
Procs | |
disable_random_component | Disables a random component for the duration, or until manually turned back on. |
get_armour | Returns the armour component for a borg, or false if its missing or broken |
get_cell_component | Returns the power cell component for a borg, or false if its missing or broken |
get_module_sprites | Returns an associative list of possible borg sprites based on the selected_module . |
get_module_types | Returns a list of choosable module types, associated with the module icon for the radial menu. |
initialize_module | Sets up the module items and sprites for the cyborg module chosen in pick_module() . |
observer_screen_update | Updates the observers's screens with cyborg itemss. Arguments |
on_drop_hotkey_press | Used in robot.dm when the user presses "Q" by default. |
robot_module_hat_offset | Sets the offset for a cyborg's hats based on their module icon. Borgs are grouped by similar sprites (Eg. all the Noble borgs are all the same sprite but recoloured.) |
set_mail_tag | Set Mail Tag |
spill_upgrades | Take the borg's upgrades and spill them on the floor |
Var Details
allow_rename
Can a robot rename itself with the Namepick verb?
allow_resprite
Can a robot change it's looks after the module is initialized? Used by syndicate combat borgs.
base_icon
The default skin of some special robots.
braintype
Determines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside.
brute_mod
Incoming brute damage is multiplied by this number.
burn_mod
Incoming burn damage is multiplied by this number.
can_lock_cover
If set to TRUE, a robot can re-lock its own cover.
components
Components are basically robot organs.
custom_eye_names
Robot skins with multiple variants for different modules. They require special handling to make their eyes display.
custom_panel
Does the robot have a non-default sprite for an open service panel?
custom_panel_names
Robot skins with non-default sprites for an open service panel.
damage_protection
All incoming damage has this number subtracted from it.
done_resprite
Has the robot done its one allowed resprite?
ear_protection
Is the robot protected from the audio component of flashbangs? Prevents inflicting confusion.
emagged
Has the robot been emagged?
emp_protection
Is the robot immune to EMPs?
externally_powered
If the cyborg is in a charger, or otherwise receiving power from an outside source.
eye_protection
Is the robot protected from the visual portion of flashbangs and flashes?
floorbuffer
Does the robot clean dirt under it when it moves onto a tile?
has_advanced_reagent_vision
If set to TRUE, the robot can see the types and precice quantities of reagents in transparent containers, the % amount of different reagents in opaque containers, and can identify different blood types.
has_camera
Determines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI.
ident
Used when generating the number in default robot names.
ionpulse
Does the robot have ion thrusters installed?
ionpulse_on
Are the robot's ion thrusters activated?
is_emaggable
Can the robot be emagged?
lamp_intensity
Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2.
lamp_max
Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.
lamp_recharging
Flag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon).
last_camera_update
When the camera moved signal was sent last. Avoid overdoing it.
lawupdate
Determines if the robot tries to sync its laws to a connected AI.
lockcharge
Used when locking down a robot to preserve cell charge.
locked
Is the robot's cover locked?
low_power_mode
Has the robot's power cell run out of charge?
mail_destination
Integer used to determine self-mailing location, used only by drones and saboteur robots.
mmi
Used for deconstruction to remember what the robot was constructed out of.
modtype
What specialisation the robot has.
modules_break
If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
opened
Is the robot's maintenance panel open?
pdahide
If set to TRUE, the robot will be hidden on the PDA messenger list.
rebooting
If the cyborg is rebooting from stamcrit
req_access
Used for robot access checks.
req_one_access
Determines the ID access needed to unlock the robot's cover.
robot_suit
Used for deconstruction to remember what the robot was constructed out of.
scrambledcodes
If set to TRUE, a robot will not be visible on the robotics control console.
slowdown_cap
What the cyborg's maximum slowdown penalty is, if it has one.
speed
Speed modifier. Positive numbers reduce speed, negative numbers increase it.
tracking_entities
The number of known entities currently accessing the internal camera.
variable_custom_panels
Robot skins with different sprites for open panels for each module.
weapons_unlock
Setting to TRUE unlocks a borg's Safety Override modules.
Proc Details
disable_random_component
Disables a random component for the duration, or until manually turned back on.
get_armour
Returns the armour component for a borg, or false if its missing or broken
get_cell_component
Returns the power cell component for a borg, or false if its missing or broken
get_module_sprites
Returns an associative list of possible borg sprites based on the selected_module
.
Key: Sprite name | Value: Sprite icon
Arguments:
- selected_module - The chosen cyborg module to get the sprites for.
get_module_types
Returns a list of choosable module types, associated with the module icon for the radial menu.
Key: Module name | Value: Module 'icon'
By default this returns the Engineering, Janitor, Medical, Mining, and Service modules. If there are any [/mob/living/silicon/robot/var/force_modules] set, then they are returned instead. If the MMI has a xenomorph brain in it ([/obj/item/mmi/var/alien]), then only the "Hunter" and standard modules is returned.
initialize_module
Sets up the module items and sprites for the cyborg module chosen in pick_module()
.
Arguments:
- selected_module - The name of the module chosen by the player in the previous procs.
- selected_sprite - The name of the sprite chosen by the player in the previous procs.
- module_sprites - The list of sprites possible for the given module. Used to transfer the
icon
andicon_state
variables to the player.
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_drop_hotkey_press
Used in robot.dm
when the user presses "Q" by default.
robot_module_hat_offset
Sets the offset for a cyborg's hats based on their module icon. Borgs are grouped by similar sprites (Eg. all the Noble borgs are all the same sprite but recoloured.)
Arguments:
- module - An
icon_state
for which the offset needs to be calculated.
set_mail_tag
Set Mail Tag
spill_upgrades
Take the borg's upgrades and spill them on the floor