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AI Project: Cyborg Management

Open Runian opened this issue 2 months ago • 0 comments

Document the changes in your pull request

Adds a new AI project category called "Cyborg Management" Adds three AI projects:

  • Cyborg Management Basics: Prerequisite, 2500 CPU.
  • Cyborg Management - Unlock: Ability, 2500 CPU, 2500 CPU Recharge.
  • Cyborg Management - Reset: Ability, 2500 CPU, 2500 CPU Recharge.

Unlock ability unlocks a cyborg as if it was done through a robotics console. Reset triggers a module reset. These abilities can only be used if the cyborg is alive, connected, and locked down (for unlock) or has a module (for reset). These abilities can only hold one charge at a time.

Widens the Processing Dashboards from 650 to 800 to make all the categories appear in one line/row. Charge Cyborg/APC ability from the Induction AI project automatically detoggles after use. This prevents AIs from infinitely using it (since it doesn't detoggle after use) which also causes it go negative in use count.

Why is this good for the game?

More reasons to get CPU and more stuff to do with it after unlocking everything besides using it on induction or room lockdown.

Testing

Abilities appear on research completion. image

Research appears and new window default sizing. image

Module reset ability works. image

Changelog

:cl:
rscadd: New AI project category called "Cyborg Management". rscadd: Two/three AI projects that can be researched to unlock and/or reset an connected cyborg. bugfix: Charge Cyborg/APC ability automatically detoggles after use; no longer allows negative/infinite usages. tweak: AI's Processing Dashboard tgui starts out more wider. /:cl:

Runian avatar Apr 24 '24 01:04 Runian