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Bubberstation/code/modules/events/processor_overload.dm
Profakos b5e57216ee Event menu rewrite (#68472)
About The Pull Request

kép

This PR does the following:

    Force event menu uses tgUI.
    Arranged events into categories, and added a little description to each. The descriptions appear as tooltips when you hover over the Trigger button.
    Rewrote how "Announce to crew?" works. It no longer pops up a panel after the event has been already announced. Instead, the admins select it via a checkbox, and the result is passed through an optional argument.
    announceChance's comment is tweaked a bit to reflect how it actually works at the moment.
    Moved rpgtitles to wizard events, where it belongs.
    Fake Virus and Electric Storms show up to observers, as I believe they are not as common as Space Dust or Camera Failure, and should be cancelable.

Potential issues:
This only solves half of #68408, I don't think admin triggering having a timer and a cancel button is a big issue, as it allows other admins to overrule you if needed, but if i is, I will try to fix it within this PR.

Fixes #68408. Events now spawn immediately, and the the announceChance is overwritten before it begins.

My choices for categories and descriptions might not be the best, feedback would be appreciated.
Why It's Good For The Game

The old spawn menu was completely unorganized, and you could only search using the browser search tool. I believe a built in search bar helps with this issue a bit. I also believe that organizing the events into categories, and adding descriptions will help with newer admins who might not be familiar with all events.
Changelog

cl
refactor: The Force Event UI has been refactored
refactor: Events now have categories and descriptions
refactor: Admin triggered events happen immediately
balance: Fake Virus and Electric Storms are shown to admins, making them cancelable
/cl
2022-08-05 09:18:14 +12:00

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/datum/round_event_control/processor_overload
name = "Processor Overload"
typepath = /datum/round_event/processor_overload
weight = 15
min_players = 20
category = EVENT_CATEGORY_ENGINEERING
description = "Emps the telecomm processors, scrambling radio speech. Might blow up a few."
/datum/round_event/processor_overload
announceWhen = 1
/datum/round_event/processor_overload/announce(fake)
var/alert = pick( "Exospheric bubble inbound. Processor overload is likely. Please contact you*%xp25)`6cq-BZZT", \
"Exospheric bubble inbound. Processor overload is likel*1eta;c5;'1v¬-BZZZT", \
"Exospheric bubble inbound. Processor ov#MCi46:5.;@63-BZZZZT", \
"Exospheric bubble inbo'Fz\\k55_@-BZZZZZT", \
"Exospheri:%£ QCbyj^j</.3-BZZZZZZT", \
"!!hy%;f3l7e,<$^-BZZZZZZZT")
for(var/mob/living/silicon/ai/A in GLOB.ai_list)
//AIs are always aware of processor overload
to_chat(A, "<br>[span_warning("<b>[alert]</b>")]<br>")
// Announce most of the time, but leave a little gap so people don't know
// whether it's, say, a tesla zapping tcomms, or some selective
// modification of the tcomms bus
if(prob(80) || fake)
priority_announce(alert)
/datum/round_event/processor_overload/start()
for(var/obj/machinery/telecomms/processor/P in GLOB.telecomms_list)
if(prob(10))
announce_to_ghosts(P)
// Damage the surrounding area to indicate that it popped
explosion(P, light_impact_range = 2, explosion_cause = src)
// Only a level 1 explosion actually damages the machine
// at all
SSexplosions.high_mov_atom += P
else
P.emp_act(EMP_HEAVY)