- The RPED now sorts its parts when installing new equipment - It will
always use the best parts contained within.
- Made all the req_component lists of circuitboards actual paths instead
of pure text. Hopefully I fixed everything that broke when I did that.
Exosuits will now use the designs from RnD to create objects instead of having the object already created on their contents.
Each one of the default items to build are now designs.
Removed access required to use the exosuit fabricators.
Removed an unused mech syringe gun design and replaced with a new one, with no cost.
Added a temporal object, /obj/item/mechavars, to be able to use initalize() for the construction time. This will be later on removed and the construction time will be ported to the design datums.
Some minors issues are still present, due to the amount of files needed to fix these, it won't be part of this commit, but a future one.
Fixes issue #3893
Removed required access to access the setting controls of the RnD console.
Ports https://github.com/NTStation/NTstation13/pull/982 from NT.
Summary of changes:
- The Rapid Part Exchange Device (RPED) can now install stored parts
into unfinished machines! Once you have installed a circuit board to the
frame, use the RPED to add any required parts contained inside, then
finish with a screwdriver!
- Identical parts in the RPED are now shown in groups, just like a
mining satchel.
- RPED storage capacity increased. It can now contain up to 50 parts,
fewer if power cells are added as well. Maximum weight class of 100
(parts except power cells are class 2).
<b>The storage values are up for discussion. I chose the original values
based on the mining satchel.<\b>
Unrelated:
- The admin-only debug research item now includes plasma and engineering
tech.
- Plays every time the alert level rises, or emergency access is enabled
- Delayed the start of Intercept.ogg a bit so it doesn't overlap with the alert level sound
Head of Staff announcements (ie the ones made via request consoles) are now "Minor Announcements". While head announcements are unchanged, other in-game notifications have been expanded to use their format, including when the Captain joins the game, and early shuttly launch notifications.
They're basically meant to be big and noticable, but not as annoying and spammy as Priority Announcements.
I wanted to include a sound for them, but I've been unable to find one I was satisfied with.
*Reorganised and commented used procs for better visibility/maintenance
*Redid the PriorityQueue class
*Changed the euclidian distance to the byond one (so that we don't calculate float and square root when it's not necessary)
*Made the AStar algorithm use the closed list instead of just filling it
*Some optimization in the open list sorting : last entered is first in case of f ties, slightly less tiles are checked now
*Changes the order directions are checked when adding adjacents turfs to make for more 'realistic' path (read less 'drunk pathing' with lots of diagonals)
*Fixed some turfs densities not being check for diagonal movement
*Closed firedoors are now correctly seens as blocked by the algorithm
*Cleanbots now only moves in cardinal directions, like other bots.
*Updated the info text at the beginning of the file a bit
*Absolutely unrelated : simplified the turf.Bless() proc
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.
Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.
Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)
Reorganizes some item definition/procs.
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in