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Botcall for TG! [MERGED!]

Posted: Mon Aug 25, 2014 3:30 pm
by Gun Hog
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This OP is out of date, check the PR for latest changes please.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.

Re: Botcall for TG!

Posted: Mon Aug 25, 2014 7:04 pm
by Stickymayhem
I literally gasped when I saw this thread.

Please God let this happen.

Re: Botcall for TG!

Posted: Mon Aug 25, 2014 7:48 pm
by Miauw
:+1:

Re: Botcall for TG!

Posted: Mon Aug 25, 2014 9:05 pm
by peoplearestrange
Just, awesome.

Re: Botcall for TG!

Posted: Sat Sep 06, 2014 7:01 am
by Incomptinence
Summoning an ED 209 alone is amazing I love the sound of this. Does coding changes include removing their inability to arrest those with security IDs?

Does the medibot get patrol mode too?

Re: Botcall for TG!

Posted: Sat Sep 06, 2014 4:59 pm
by Gun Hog
Incomptinence wrote:Summoning an ED 209 alone is amazing I love the sound of this. Does coding changes include removing their inability to arrest those with security IDs?

Does the medibot get patrol mode too?
The "Corrupt cops don't exist Beep Boop" portion of the threat code was removed by Ikarrus. ED-209 can arrest anyone with a warrant now. Note that you are less likely to get arrested if you have a loyalty implant, though.

Medibots along with floorbots will gain a patrol mode, yes.

Re: Botcall for TG!

Posted: Mon Sep 08, 2014 4:42 pm
by Gun Hog
You may view my "progress" here: https://github.com/GunHog/-tg-station/tree/Botcall_8_25
This is not the final or refined product, it is simply my github backup for dealing with conflicts and working with other projects.

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Thu Sep 25, 2014 5:46 pm
by Gun Hog

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Mon Sep 29, 2014 9:22 pm
by Phalanx300
I remember reading this for the other server, thinking it was for the main one. Good to see you put the effort to bring it to the mainserver!

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Wed Oct 08, 2014 8:32 pm
by damiac
Do it please. Someone pull it!

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Wed Oct 08, 2014 10:41 pm
by Gun Hog
It is not done yet! I was asked to improve the awful movement code, which is proving to be a monster, so it cannot be merged until I finish that.

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Fri Oct 24, 2014 11:30 am
by Phalanx300
Any update on this? Would be a shame if this doesn't get added.

Re: Botcall for TG! [PULL REQUEST ACTIVE!]

Posted: Fri Oct 24, 2014 11:36 am
by Steelpoint
Looking at the PR it seems its ready to merge. Last update was two days ago.

Re: Botcall for TG! [MERGED!]

Posted: Thu Nov 27, 2014 12:29 pm
by Cik
i haven't used this a ton i admit but the functionality is very fucking cool. you are a good person.

Re: Botcall for TG! [MERGED!]

Posted: Thu Nov 27, 2014 6:01 pm
by Gun Hog
Thank you! :D Seeing that people enjoy the feature makes it all worth it!

Re: Botcall for TG! [MERGED!]

Posted: Sat Nov 29, 2014 5:27 am
by deathhoof
This is pretty robust on the ai sat. Pingsky is like a remote controlled terminator.

Re: Botcall for TG! [MERGED!]

Posted: Sat Nov 29, 2014 9:44 am
by Cik
yeah, ED-209s and beepsky are pretty helpful for stopping those fucking abortions i mean, preventing human harm.

other ways to KILL ALL HUMANS help humans: rally station army of medibots to help fight blob, move MULEs around, command station army of cleanbots when bored.

Re: Botcall for TG! [MERGED!]

Posted: Sat Nov 29, 2014 10:21 am
by Random Players
Indeed. I personally encourage people to AT LEAST put on Second Stage suit sensors, so they'll show up on the medical overlay. And then direct medibot(s).
And of course, being chased by Beepsky is a effective counter against Esworders.