Marine - Requistions Line
Simulates the Requisitions Line experience for newcomers
Vars | |
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 |
Procs | |
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 |
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