## About The Pull Request
This fixes several bitfield operations that were missing parenthesis
encapsulation. I noticed this problem in:
- #92601
And decided to use regex to search for similar patterns which I came
across in:
- Move loops bypassing the `MOVELOOP_STATUS_RUNNING` status
- Elastic arms mutation bypassing `ABSTRACT` object flags for picking up
objects
- Species radiation bypassing `HEAD_HAIR` hairstyle flags for balding
- Damaged APC board status bypassing `EMAGGED` and `BROKEN` status for
screentips
- Shuttle cleanup code bypassing `MOVE_CONTENTS` for moving old turfs
- Tram crossing signals bypassing `NORTH` and `EAST` direction checks
## Why It's Good For The Game
Code behaves as intended.
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.
The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.
This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.
Thanks to Meyhazah for the megacell icon sprites.
## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.
The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.
This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.
## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
## About The Pull Request
This adds a few hotkeys to APCs for AIs and borgs.
- Toggle environmental (ctrl + shift)
- Toggle lighting (shift)
- Toggle equipment (alt)
- Toggle breaker (ctrl)
These are included as contextual screentips. Also removed the UI popup
when using RMB to toggle the lock as well since it was annoying. Went
and cleaned up quite a bit of one letter var names and `usr` arguments.
## Why It's Good For The Game
Easier controls for equipment.
## Changelog
🆑
qol: Add hotkeys to APCs for AIs and borgs. Toggle environmental (ctrl +
shift), toggle lighting (shift), toggle equipment (alt), and toggle
breaker (ctrl).
qol: Remove APC UI popup when using RMB to toggle the lock.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
And makes some improvements on their balloon alerts.
The code has a lot of if/else nonsense, I followed how other big chains
of screen tips work now but maybe it can be smoothed out, I put the code
on it's own DM so we don't need to stare at that wall while dealing with
other APC code.
## Why It's Good For The Game
APC is definitely the worst offender on construction being a mess.
I personally like that it is a complicated machine that needs multiple
pieces to build/repair, but the bad user experience of doing that just
can't be excused.
Need to memorize multiple steps, a sequence of tools, you have "traps"
you can get caught into by using the wrong tool, using crowbar at the
wrong time and locking the access cover or engiborgs using a screwdriver
and ejecting the cell as examples.
Now you will know what will happen before you misuse tool and you will
get hints about what each tool does to the APC, even if it is not the
right step at the moment, as a balloon alert will explain why the
attempt failed.
## Changelog
🆑 Guillaume Prata
qol: APCs have contextual screen tips now.
/🆑