byond - Modules - TypesVar Details - Proc Details

Marine - Requistions Line

Simulates the Requisitions Line experience for newcomers

Vars

active_agentActive agent currently at the line
agentsList of line 'agents', aka the dummies requesting items, sorted by line order During normal stages there is one per stage (except for Forgot stage), During Survival mode there would usually be two: one at the counter, and one moving. The agents are mapped to a list of item types requested.
confused_cooldownCooldown of confusion if an incorrect item is presented
confused_typesCrutch for confusion feedback to work with vending new()ing directly to table - only act surprised once per item type
hint_timerCurrent "hint" timer after which we display visual cues like highlights
loser_agentSpecifically for TUTORIAL_REQS_LINE_STAGE_MIXED, the agent that forgot an item
max_survival_agentsMax amount of agents per survival wave
remind_timerCurrent "remind" timer after which the agent will remind player of its request
stageCurrent step of the tutorial we're at
survival_difficultyDifficulty factor per survival wave, increasing both the amount of agents and requested items
survival_request_random_factorMax factor of additional items requested per agent in survival mode. 0.5 = 50% added maximum
survival_waveCurrent survival wave

Procs

a_new_challenger_appearsCalled when an agent presents at the line window and needs to make a request
agent_stepMakes agents move on processing tick if they can. They check surroundings to ensure proper movement flow.
clean_agentCleanup when an agent reaches the exit
clean_itemsCleanup the table and ground contents when an agent leaves the line
item_offeredTriggered when an object is put on the table. The agent evaluates if that's something they want and reacts appropriately.
kill_timersKills active timers to reset state
remind_requestCalled when we need to remind the user of what we want served
restock_one_vendorRefills a specific vendor to 99 items across the board
restock_vendorsRefills all the vendors on stage updates so the player shouldn't run out of stock
scan_table_for_itemsRe-scan the table/trade turf for any present items. We have to do this because items vended to the table do not move onto it.
send_hintsDisplays appropriate hints for the user based on tutorial stage
spawn_agentCreates a new agent with the given request list to queue in the line
spawn_survival_agentCalled to generate a single agent and request
spawn_survival_waveCalled to generate a new survival wave of agents
user_in_positionCalled when the player is in position to start handling the line
verbalize_requestTransforms the list of required items by the agent into a string request for the user

Var Details

active_agent

Active agent currently at the line

agents

List of line 'agents', aka the dummies requesting items, sorted by line order During normal stages there is one per stage (except for Forgot stage), During Survival mode there would usually be two: one at the counter, and one moving. The agents are mapped to a list of item types requested.

confused_cooldown

Cooldown of confusion if an incorrect item is presented

confused_types

Crutch for confusion feedback to work with vending new()ing directly to table - only act surprised once per item type

hint_timer

Current "hint" timer after which we display visual cues like highlights

loser_agent

Specifically for TUTORIAL_REQS_LINE_STAGE_MIXED, the agent that forgot an item

max_survival_agents

Max amount of agents per survival wave

remind_timer

Current "remind" timer after which the agent will remind player of its request

stage

Current step of the tutorial we're at

survival_difficulty

Difficulty factor per survival wave, increasing both the amount of agents and requested items

survival_request_random_factor

Max factor of additional items requested per agent in survival mode. 0.5 = 50% added maximum

survival_wave

Current survival wave

Proc Details

a_new_challenger_appears

Called when an agent presents at the line window and needs to make a request

agent_step

Makes agents move on processing tick if they can. They check surroundings to ensure proper movement flow.

clean_agent

Cleanup when an agent reaches the exit

clean_items

Cleanup the table and ground contents when an agent leaves the line

item_offered

Triggered when an object is put on the table. The agent evaluates if that's something they want and reacts appropriately.

kill_timers

Kills active timers to reset state

remind_request

Called when we need to remind the user of what we want served

restock_one_vendor

Refills a specific vendor to 99 items across the board

restock_vendors

Refills all the vendors on stage updates so the player shouldn't run out of stock

scan_table_for_items

Re-scan the table/trade turf for any present items. We have to do this because items vended to the table do not move onto it.

send_hints

Displays appropriate hints for the user based on tutorial stage

spawn_agent

Creates a new agent with the given request list to queue in the line

spawn_survival_agent

Called to generate a single agent and request

spawn_survival_wave

Called to generate a new survival wave of agents

user_in_position

Called when the player is in position to start handling the line

verbalize_request

Transforms the list of required items by the agent into a string request for the user