Botcall for TG! [MERGED!]
Posted: Mon Aug 25, 2014 3:30 pm
PR found here: https://github.com/tgstation/-tg-station/pull/4974
This OP is out of date, check the PR for latest changes please.
"Botcall" is my nickname for an expansion of the bots (Beepsky, Medibots, etc) often seen around the station. It is the largest project I have ever done for SS13, and was met with unanimous support on NT station where it was merged and is now operational. The original forum post advertising it is here: http://tgstation13.org/phpBB/viewtopic.php?f=14&t=418
I have always had intent to place this on /tg/ where it could be enjoyed by more, but over time /tg/ and NT code continued to diverge, making a direct port nigh impossible. I have begun the tedious task of line-by-line editing of each file touched by Botcall to cut down on potential problems. It is an investment I am willing to make, even with /tg/'s stricter quality control guidelines.
Here are some highlights of Botcall that players may find interesting:
Bots in general:
- All bots can now be summoned via PDA. Medical types get Medibots, Engineering gets Floorbots, and the Janitor gets Cleanbots.
* Bots, when summoned by PDA, will attempt to download additional access from the ID inside the PDA in order to reach the user. The Captain can call Beepsky to his office!
- The AI gains a control panel to monitor and move about all of the bots, as the AI player views the station as a whole, where crew and cyborgs are confined to their own local area.
* Bots called by the AI always receive all-access during a call by the AI, so it does not have to open airlocks beforehand.
* A bot can be configured to deny the AI remote (from the panel, not the cameras) access if you are worried it is rogue or you are an antagonist yourself. This happens automatically if the bot is manually emagged.
- Every bot now uses the nicer dark UI that Ikarrus gave Securitrons.
- Several long standing bugs and issues with bots have been addressed.
- Roboticists given access to cleanbots, floorbots, and medibots. (Sorry, no security bots. No MULEs either since they do not make those!)
- Roboticists also gain access to beacons in the rare case one of them gets good enough to actually bother with them.
- Bots that can patrol will now give up and go idle if they cannot reach a beacon (for performance reasons).
Floorbots:
- Changed floorbot logic slightly such that they can ignore breaches they cannot actually reach.
- "Replace Tiles" function which places tiles on floors that are missing them.
- They can now be configured to repair damaged tiles. (Do not turn this on while an area is on fire!)
- Bridge mode returned and updated!
- Can now patrol and be summoned by engineering staff.
- New! Can report on Engineering radio when they are empty.
- New! Can now be configured to build hull platings without a tile (for repairing wires and pipes)
Cleanbots:
- Like floorbots, cleanbots can ignore stains they cannot actually reach.
- Can patrol and be summoned by the Janitor.
Medibots:
- Can patrol and be summoned by most medical staff.
- Has a "Stationary Mode" where the Medibot will only heal adjacent patients and will not chase or patrol. (Will display a yellow light instead of green)
- Can be configured to ignore viral infections!
- Critical Patient Alert feature, which notify Medical HUD users the medical channel that the bot has found someone in critical health!
Securitrons:
- New! Now report arrests to the Security channel rather than SecHUDs
ED-209:
- Can now by summoned in the same manner as Securitrons.
- New! Will also report arrests on the Security channel
MULE:
- Can be given custom destinations by the AI and will play a chime for them upon arrival!
- The destination interface will give a list of beacons it can reach as the PDA does, users are no longer required to type them in manually.
- New! will notify on the Supply channel when they load or drop a crate. They notify on AI Private when controlled by the AI.
I will dedicate as much time and effort needed to bring this up to /tg/'s quality standards, and continue to maintain the feature if merged.
This OP is out of date, check the PR for latest changes please.
"Botcall" is my nickname for an expansion of the bots (Beepsky, Medibots, etc) often seen around the station. It is the largest project I have ever done for SS13, and was met with unanimous support on NT station where it was merged and is now operational. The original forum post advertising it is here: http://tgstation13.org/phpBB/viewtopic.php?f=14&t=418
I have always had intent to place this on /tg/ where it could be enjoyed by more, but over time /tg/ and NT code continued to diverge, making a direct port nigh impossible. I have begun the tedious task of line-by-line editing of each file touched by Botcall to cut down on potential problems. It is an investment I am willing to make, even with /tg/'s stricter quality control guidelines.
Here are some highlights of Botcall that players may find interesting:
Bots in general:
- All bots can now be summoned via PDA. Medical types get Medibots, Engineering gets Floorbots, and the Janitor gets Cleanbots.
* Bots, when summoned by PDA, will attempt to download additional access from the ID inside the PDA in order to reach the user. The Captain can call Beepsky to his office!
- The AI gains a control panel to monitor and move about all of the bots, as the AI player views the station as a whole, where crew and cyborgs are confined to their own local area.
* Bots called by the AI always receive all-access during a call by the AI, so it does not have to open airlocks beforehand.
* A bot can be configured to deny the AI remote (from the panel, not the cameras) access if you are worried it is rogue or you are an antagonist yourself. This happens automatically if the bot is manually emagged.
- Every bot now uses the nicer dark UI that Ikarrus gave Securitrons.
- Several long standing bugs and issues with bots have been addressed.
- Roboticists given access to cleanbots, floorbots, and medibots. (Sorry, no security bots. No MULEs either since they do not make those!)
- Roboticists also gain access to beacons in the rare case one of them gets good enough to actually bother with them.
- Bots that can patrol will now give up and go idle if they cannot reach a beacon (for performance reasons).
Floorbots:
- Changed floorbot logic slightly such that they can ignore breaches they cannot actually reach.
- "Replace Tiles" function which places tiles on floors that are missing them.
- They can now be configured to repair damaged tiles. (Do not turn this on while an area is on fire!)
- Bridge mode returned and updated!
- Can now patrol and be summoned by engineering staff.
- New! Can report on Engineering radio when they are empty.
- New! Can now be configured to build hull platings without a tile (for repairing wires and pipes)
Cleanbots:
- Like floorbots, cleanbots can ignore stains they cannot actually reach.
- Can patrol and be summoned by the Janitor.
Medibots:
- Can patrol and be summoned by most medical staff.
- Has a "Stationary Mode" where the Medibot will only heal adjacent patients and will not chase or patrol. (Will display a yellow light instead of green)
- Can be configured to ignore viral infections!
- Critical Patient Alert feature, which notify Medical HUD users the medical channel that the bot has found someone in critical health!
Securitrons:
- New! Now report arrests to the Security channel rather than SecHUDs
ED-209:
- Can now by summoned in the same manner as Securitrons.
- New! Will also report arrests on the Security channel
MULE:
- Can be given custom destinations by the AI and will play a chime for them upon arrival!
- The destination interface will give a list of beacons it can reach as the PDA does, users are no longer required to type them in manually.
- New! will notify on the Supply channel when they load or drop a crate. They notify on AI Private when controlled by the AI.
I will dedicate as much time and effort needed to bring this up to /tg/'s quality standards, and continue to maintain the feature if merged.