* Replacing magic numbers with defines in robot code (#56241)
While scouring robot code for some (hopefully upcoming) fixes, I found a bunch of gross numbers. These numbers are now letters.
* Replacing magic numbers with defines in robot code
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Merge pull request #55798 from spessbro/please-assume-the-position
Integrates vibebots with the pda
* Integrates vibebots with the pda
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Removing a bunch of oxygen stuff
* breaking works
* completely functional yes
* reverts some old changes
* thanks based shiz
* i said 'thanks' god damn it
* oops
* another one bites the dust
* they told me math was of variable difficulty
About The Pull Request
dreamseeker_2020-06-01_03-34-53.png
A while ago I read a book about people and robots and emotions, Alone Together by Sherry Turkle, and there's one passage that talks about people's reactions to robots simulating distress, specifically with how Furbies cry when you hold them upside down.
A person is asked to invert three creatures: a Barbie doll, a Furby, and a biological gerbil. [Freedom] Baird's question is simple: "How long can you hold the object upside down before your emotions make you turn it back?"
People are surprised by how upset they get in this theater of distress. And then they get upset that they are upset. They often try to reassure themselves, saying things like, “Chill, chill, it’s only a toy!” They are experiencing something new: you can feel bad about yourself for how you behave with a computer program. Adults come to the upside-down test knowing two things: the Furby is a machine and they are not torturers. By the end, with a whimpering Furby in tow, they are on new ethical terrain.
Ethics memes aside, the idea off people being caught off guard at their guilt for causing harm to inanimate objects is really funny to me, and feels extra relevant to SS13. Considering people already regularly get in fights and maim each other over harming station pets, I picture this being a great source of arguments and fights ICly over what torturing a cute lil' medbot says about you.
tl;dr this PR lets you tip over medbots which prevents them from moving or healing, and they'll slowly get more and more distressed and desperate asking for help from people around them. After a few minutes, if no one helps right them, they'll manage to right themselves up and snitch on whoever tipped them over to medical so the psychologist can keep an eye on them.
dreamseeker_2020-06-01_03-48-25.png
Why It's Good For The Game
Gives the psychologist more ammo to call people crazy, gives bored assistants another way to seek attention, provides source of minor IC conflict
Changelog
🆑 Ryll/Shaps
add: You can now tip over medbots!
/🆑
I'd like to get voicelines for these as well, but I wasn't sure of a good TTS generator, and also wanted to see if people think this is worth doing before devoting too much time to it.
* initial firebot commit
* add sprites for the firebot
* firebot.dm: More work on the firebot, implemented emag behaviour and better extinguishing
construction.dm: Added firebot assembly
* extinguisher.dm: Added support for the firebot assembly
* fix build error
* commit missing dme
* now drops the helmet again, also added a message for knocking people over
* fix previous commit, thats what you get for pushing without building first
* firebot now deploys firefighting foam when under heat instead of spraying wildly
* fix typos, move defines to top of file and adds undefines to the end
* renamed loc to drop_location for clarity
* fix drop location for real this time
* extinguisher.dm: Add newline to eof
firebot.dm: Make explode() use drop_location properly (for real this time), text fixes, removed improper use of .loc
* Update code/modules/mob/living/simple_animal/bot/firebot.dm
Co-Authored-By: Lett1 <kilian2311@gmail.com>
* update emag behaviour to use cfl3
* recipes.dm: Add crafting recipe for firebot
extinguisher.dm + construction.dm: Move extinguisher on_attack code to construction.dm
* Honkbots 0.9.0
Old code, needs testing.
* Honkbots 0.9.1
Small Fixes - Part 1
* Honkbot 0.9.1b
Fixes
* Honkbots 0.9.2
Added sound cooldown, fixes.
* Honkbots 0.9.5
Clown Box & Honkbot Assembly Code
* 0.9.5.a
oops
* Honkbots 1.0.0
Final touches and fixes.
Clown Box finished.
Assembly functioning.
Honkbots tested and ready to go.
Its time.
* Honkbots 1.0.1
Initialize and . = ..()
* Honkbots 1.0.2
Fixes and Changes
====
Nerfed Brute/Thermal Resist
Buffed Health (to avoid 1-shot)
Added HONK_BOT define
* Honkbots 1.0.3
Removed the cardboard assembly from death gibs.
Admin Bwoink removed from emagged soundtrack.
Honkbot now release an evil laugh when emagged.
Fixed strange behaviors on emagged level 1
Added a check against stamping multiple cardboard sheets.
Stamping a Clown Box now plays the bike horn, once.
Clown Boxes no longer get automatically placed in hands.
Various other fixes.
* Honkbots 1.0.3a
* Honkbots 1.0.3.b
Fixes.
* Honkbots 1.0.4
*Added an emote ping upon assembly creation.
*Enabled either Theatre or Robotics for access. ((fixing needing both))
*Honkbots are now more forgiving after being hit.
**Airhorn stun_attack now deals slight ear damage, for about 5 seconds.
**Cardboard no longer drops upon death. Robot arms have 50% chance.
**Using a new get_sfx() list when emagged.
**Optimization and other minor fixes.
* Honkbots 1.0.4.a
Missed it.
* Honkbots 1.0.4.b
use(1) and (client)
* Honkbots 1.0.4.c
Moved proc
* Honkbots 1.0.5
*Code Optimization
*Renaming w/ Pen (how could I even forget this)
*Assembly Defines
I'm afraid I'm simply out of my depth with the suggested use(1) rework.
* Honkbots 1.0.5.c
Reworked cardboard stamping.
It now works in the hands and on the ground, either solo or in stacks, and prevent itself being used in backpacks.
* Honkbots 1.0.5.d
Final
* Honkbots 1.0.5.e
comment
* 1.0.5.f
Optimization
* Honkbots 1.0.5.g
Missed requested stuff
* Honkbots 1.0.6
Requested changes.
* Honkbots 1.0.6a
Oops.
* Honkbots 1.0.6.c
Bugfix - Prevent building in backpacks.
Make sure they spawn on turf.
* Honkbots 1.0.7
one less spawn(0)
flag optimization
else return ..()
* Honkbots 1.0.7.a
Get rids of a lot of client checks at the cost of automatic AI retoration.
* Honkbots 1.0.7.b
Added judgment_criteria()
changed assess_threat to use judgment
* Honkbots 1.0.7.c
final = NONE
The AI may now deploy to cyborgs prepared as AI shells. The module to do this may be research in the exosuit fabricator. Simply slot the module into a completed cyborg frame as with an MMI, or into a playerless (with no ckey) cyborg.