New PR to fix merge issues
Porting an event from tg. Scrubbers get clogged and eject some chemical smoke with potentially fun effeects
I looked through chemsmoke code while doing this, and found it wanting, so i improved it. Added a duration input, adjusted all uses of chemsmoke in the code. Generally gave them all higher durations, chemsmoke grenades were a disappointing poot
Adds a new mundane event, false alarm.
It picks a random moderate or severe event and fakes its announcement without actually running the event.
Three minutes later, CC sends another announcement apologising for the false alarm
Also added an event var allowing events to exclude themselves from being picked for faking
tweak: "Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common."
tweak: "Slightly reduced overall frequency of random events."
rscadd: "Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures."
rscadd: "Spiders spawned by the infestation event will now grow up, but much slower."
rscadd: "Reduced length of meteor storm a little. Total meteors not changed."
This was done with three design goals in mind:
1. Making 'interesting' events more common, especially those that have a decent chance to affect the dynamic of a round, as well as making annoying/boring things a bit less common.
2. Giving people stuff to do when a department is overstaffed. All the combat things are more weighted towards security staff, and destructive things more weighted towards engineering. Many other events have had staff requirements removed or reduced
3. Evening out event selections, preventing certain things (like blobs and comms blackout) from being too common, and other things (like spiders, drones and meteors) from being so rare. Severe events especially should have a much more varied selection.
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
Moves the event manager processing into the process itself.
Ensures the last_object var is properly set in case of issues.
Also fixes a potential risk of the camera damage event looping forever.
- 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.
Blobs now randomly pick a random turf without obstructions in maintenance, instead of from a pre-determined list of locations.
Blobs also now log their spawn location, which admins can use to jump to it.
Space vines and nuclear discs have been updated to use the same mechanics.
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.
When a meteor event triggers it now selects a main edge to arrive from, with a 20% probability to come from either neighboring edge. Will never arrive from the opposite edge.
The meteor event end time is now made more useful, and is based on a longest delay between meteor waves scenario.
The meteor event now supports multiple station Z-levels.
Removes the meteor sounds, as they can rarely be heard over the explosions anyway.
log_and_message_admins() (which sure needs a shorter name) now uses key_name_admin() instead of just key_name().
Replaces calls to admin_log_and_message_admins() which did this with log_and_message_admins() instead.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.