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