Explosions severing cable networks cause nearby(ish) connected rooms's lights to flicker. Also reduces cable integrity. (#91263)

## About The Pull Request

- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.

- Also adds a verb for visualizing powernets.

- Reduces cable integrity from 300 to 50.

- Cables have innate 75% bomb armor when under a floor tile.

## Why It's Good For The Game

- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.

- Verb just makes it easier to trace powernets.

- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.

- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)

## Changelog

🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
This commit is contained in:
MrMelbert
2025-06-19 20:57:48 -05:00
committed by GitHub
parent 30f541b0af
commit ed1657ebbb
5 changed files with 105 additions and 13 deletions
+33
View File
@@ -956,6 +956,39 @@ ADMIN_VERB(debug_mc_dependencies, R_DEBUG, "Debug MC Dependencies", "Debug MC de
var/datum/mc_dependency_ui/data = new /datum/mc_dependency_ui()
data.ui_interact(usr)
ADMIN_VERB(show_powernets, R_DEBUG, "Color Powernet Runs", "Colors every node and cable of every powernet in a different color.", ADMIN_CATEGORY_DEBUG)
var/removing = FALSE
for(var/obj/effect/abstract/marker/powernet/marker in GLOB.all_abstract_markers)
qdel(marker)
removing = TRUE
if(removing)
return
var/list/colors = GLOB.carp_colors.Copy()
if(length(colors) < length(SSmachines.powernets))
message_admins("[SSmachines.powernets.len] powernets exist - [length(colors)] colors available - Some powernets will be the same color!")
for(var/datum/powernet/net as anything in SSmachines.powernets)
if(!length(colors))
colors = GLOB.carp_colors.Copy()
var/selected_color = pick_n_take(colors)
for(var/atom/component as anything in net.nodes + net.cables)
var/turf/component_turf = get_turf(component)
var/existing = FALSE
for(var/obj/effect/abstract/marker/powernet/existing_marker in component_turf)
if(existing_marker.powernet_owner != REF(net))
continue
existing = TRUE
break
if(existing)
continue
var/obj/effect/abstract/marker/powernet/marker = new(component_turf)
marker.color = selected_color
marker.powernet_owner = REF(net)
ADMIN_VERB(count_instances, R_DEBUG, "Count Atoms/Datums", "Count how many atom or datum instances there are of each type, then output it to a JSON to download.", ADMIN_CATEGORY_DEBUG)
var/option = tgui_alert(user, "What type of instances do you wish to count?", "Instance Count", list("Atoms", "Datums"))
if(!option)