From 5eb000e14c4c2068771044aba63fd15ac42156cb Mon Sep 17 00:00:00 2001
From: Zxaber <37497534+zxaber@users.noreply.github.com>
Date: Mon, 28 Oct 2019 18:15:51 -0700
Subject: [PATCH 1/3] I like the handle here
that's so you can attach a chain and use it as a BOAT ANCHOR
---
code/modules/mob/living/silicon/ai/ai.dm | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index cf302371ced..cc39d3fb6ea 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -18,6 +18,7 @@
icon = 'icons/mob/ai.dmi'
icon_state = "ai"
move_resist = MOVE_FORCE_VERY_STRONG
+ anchored = TRUE
density = TRUE
mobility_flags = ALL
status_flags = CANSTUN|CANPUSH
@@ -339,14 +340,14 @@
return
battery = battery - 50
to_chat(src, "You route power from your backup battery to move the bolts.")
- var/is_anchored = FALSE
if(move_resist == MOVE_FORCE_VERY_STRONG)
+ anchored = FALSE
move_resist = MOVE_FORCE_NORMAL
else
- is_anchored = TRUE
+ anchored = TRUE
move_resist = MOVE_FORCE_VERY_STRONG
- to_chat(src, "You are now [is_anchored ? "" : "un"]anchored.")
+ to_chat(src, "You are now [anchored ? "" : "un"]anchored.")
// the message in the [] will change depending whether or not the AI is anchored
/mob/living/silicon/ai/update_mobility() //If the AI dies, mobs won't go through it anymore
From 07c6a07e5a1d8b5a6f38cb6af9a117d488f01565 Mon Sep 17 00:00:00 2001
From: Zxaber <37497534+zxaber@users.noreply.github.com>
Date: Mon, 28 Oct 2019 18:52:55 -0700
Subject: [PATCH 2/3] moves the anchor
---
code/modules/mob/living/silicon/ai/ai.dm | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index cc39d3fb6ea..092a66b37b3 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -18,7 +18,6 @@
icon = 'icons/mob/ai.dmi'
icon_state = "ai"
move_resist = MOVE_FORCE_VERY_STRONG
- anchored = TRUE
density = TRUE
mobility_flags = ALL
status_flags = CANSTUN|CANPUSH
@@ -105,6 +104,7 @@
new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
return INITIALIZE_HINT_QDEL //Delete AI.
+ anchored = TRUE
if(L && istype(L, /datum/ai_laws))
laws = L
laws.associate(src)
From fdd89e56747e9cdd1e1e18e9a192f00d2d65e661 Mon Sep 17 00:00:00 2001
From: Zxaber <37497534+zxaber@users.noreply.github.com>
Date: Sat, 2 Nov 2019 23:08:39 -0700
Subject: [PATCH 3/3] better good
---
code/modules/mob/living/silicon/ai/ai.dm | 16 +++++++++-------
1 file changed, 9 insertions(+), 7 deletions(-)
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index 092a66b37b3..20b2c502220 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -17,7 +17,7 @@
real_name = "AI"
icon = 'icons/mob/ai.dmi'
icon_state = "ai"
- move_resist = MOVE_FORCE_VERY_STRONG
+ move_resist = MOVE_FORCE_OVERPOWERING
density = TRUE
mobility_flags = ALL
status_flags = CANSTUN|CANPUSH
@@ -104,7 +104,7 @@
new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
return INITIALIZE_HINT_QDEL //Delete AI.
- anchored = TRUE
+ ADD_TRAIT(src, TRAIT_NO_TELEPORT, src)
if(L && istype(L, /datum/ai_laws))
laws = L
laws.associate(src)
@@ -340,14 +340,16 @@
return
battery = battery - 50
to_chat(src, "You route power from your backup battery to move the bolts.")
- if(move_resist == MOVE_FORCE_VERY_STRONG)
- anchored = FALSE
+ var/is_anchored = FALSE
+ if(move_resist == MOVE_FORCE_OVERPOWERING)
move_resist = MOVE_FORCE_NORMAL
+ REMOVE_TRAIT(src, TRAIT_NO_TELEPORT, src)
else
- anchored = TRUE
- move_resist = MOVE_FORCE_VERY_STRONG
+ is_anchored = TRUE
+ move_resist = MOVE_FORCE_OVERPOWERING
+ ADD_TRAIT(src, TRAIT_NO_TELEPORT, src)
- to_chat(src, "You are now [anchored ? "" : "un"]anchored.")
+ to_chat(src, "You are now [is_anchored ? "" : "un"]anchored.")
// the message in the [] will change depending whether or not the AI is anchored
/mob/living/silicon/ai/update_mobility() //If the AI dies, mobs won't go through it anymore