Anger cycle

The anger cycle is the process where a robot goes from passive to enraged. It exists within both Budget Cuts 1 and 2, but it is much more advanced in Budget Cuts 2, and there are more variations of robots that make use of it.

Budget Cuts 1
In Budget Cuts 1, the only robot type to use the anger cycle are supervisors.

Inactive
When a supervisor is inactive, it means that they are either dead or knocked out. their eyes are black, and they simply remain limp.

Active
Active supervisors have blue eyes with a big dot in the middle, representing a pupil, and a thin blue ring around it. they can be resting on a wall, patrolling an area, or standing guard at a door or hallway.

Alert
When a supervisor is alert, they have a yellow pupil and a thin ring around it, but the longer they look at a player, the more the gap between the ring and pupil will fill with yellow sections. Alert supervisors will look around for the source of a missed projectile, or if they see a fallen robot, will search the area for the killer. A damaged robot will always act alert if not looking at a player, thought their eye will change wildly.

Enraged
Enraged supervisors will have a red pupil with a filled in gap between the pupil and ring. They will constantly search for the player, and will run around to try and line up a shot.

Attacking
When a supervisor is about to perform a melee attack or is lining up a shot, their eye will glow a darker shade of red, with no pupil, and a thick ring with an inner fade. They can only attack in this mode, and if they start a melee attack and the player moves out of the way, they will still play the entire animation before they can resume looking for the player.

Supervisors
Supervisors work the same in Budget Cuts 2, with one exception. In the TransCorp Central Station, there is a human safe zone that the player can walk in and not enrage the guards. the supervisors will still be alert, but they will not count down to enraged mode. If the player steps outside of the white zone, any supervisors that can see the player will countdown and become enraged. they will attack as normal, but if the player steps back into the safe zone, they will immediately go back to alert mode.

Prosecutors
Prosecutors seem to be much more alert than supervisors, likely because they are controlled by the cost optimizer himself.

Inactive
Prosecutors don't have much of a difference in how they act when dead than supervisors, but they don't seem to stay knocked out for as long as supervisors.

Active
Prosecutors stay much more vigilant than supervisors when active, but they keep their riot shield collapsed, and their grenade launcher "holstered".

Alert
Prosecutors seem to be much more sensitive than supervisors, and will switch to alert mode with any disturbance. In alert mode, they extend and crouch behind their riot shield, and draw their grenade launcher. they move quite slowly in this mode, so (though counterintuitive) the best time to sneak up behind them is when they are in this mode.

Enraged
When prosecutors are enraged, they always face the player, and try to maintain distance from the player, both to prevent being stabbed, and to allow ample room to avoid the splash damage caused by grenades.

Attacking
Prosecutors don't seem to have a melee attack, and so don't often enter attack mode.