- See #11658 - this is just edition for Dev
- TLDR version: Fixes power alarm at construction site, fixes emitter button giving errors about not being connected to cable, unanchors emitters at mining outpost by default.
- Added subtype for inactive APCs as per PsiOmegaDelta's request
- Fixed gridcheck affecting telecommunications central compartment.
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.
Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.
Other z-levels may still need updating.
This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
Conflicts:
code/game/area/Space Station 13 areas.dm
- Mostly under-the-hood changes.
- Emagged APCs may now have their panel removed with screwdriver, so you can access wires
- Emagged APCs no longer rely on locked var, instead they check for emagged var as mwerezak suggested.
However, ghosts can now also only view objects in range to ensure that the NanoUI window count is kept low.
Admins do not suffer this restriction and may also interact with these windows.
Added toggle variants for buttons, allowing them to "deactivate" connected devices.
Converted flashers and holosigns.
Fixes to keep in line with upstream.
- Gridcheck random event is updated. Core behavior remains the same, but mechanism it uses to achieve power outage is changed.
- Both SMESs and APCs have new variable which is set by gridcheck. This variable decrements by 1 every tick, and until it is back to zero the APC/SMES won't work.
- SMESs are disabled for 60-120 seconds (random for each SMES). APCs for 120-240 seconds.
- Both SMESs and APCs show error UI with timer counting down until the device restarts (begins working again).
- Both SMEss and APCs may be manually restarted, on per-device basis, by clicking restart button in the UI. This is useful if you urgently need one or two devices back online, for example, medical treatment facilities, etc. This immediately skips the X second timer and restores the device to working state, while keeping the original intention of this event - allowing antagonists to use lack of power to enter areas they don't normally have access to.
- Corrects APC behavior when hacked by malfunctioning AI.
- It should now be possible to hack the APC to unlock it even when it is hacked by the AI. Normal IDs still don't work on hacked APCs.
- A little side-fix, removal of malfunctioning AI's hack of an APC should now work correctly.
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.