* Fixes autostart solars, adds new config-controlled solars.
* Tweaks map to use config-controlled solar panels, and makes it work.
* If true, Neerti finishes comment.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
New Random Event: Solar Storms. Similar to a radiation storm, but anywhere inside the station is safe.
Also boosts solar panel output significantly for the duration.
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.
- Makes telecommunications solars actually work. They are connected into ring-shaped cable running around whole telecomms, powering single SMES unit which in turn powers the satellite itself.
- Installed solars have maximal combined output of 240kW. Real output fluctuates between 120kW and 160kW depending on star orientation.
- Fractal generator and relevant breaker removed. RCON control is still possible, by adjusting SMES settings.
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Makes reinforced glass a subtype of glass, cleans up window creation copypasta.
Cleaned up window initialization leaking outside of the window constructor.
Removes unnecessary init_dir var from windows.
This was due to the master controller using update_powered_status()
instead of power_change(), but many machines override power_change() to
do various things when the machine gains or loses power.
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%
Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage. Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.
Improved solar manual tracking by switching sun.dm and solar.dm to run off of the same clock (world.time) and added several options to the solar generator control computer.
-Added a solars_list. The sun will use this list instead of the machines list. I made a proc which decided on whether to use this list or the powernet nodes list depending on what is smallest. I replaced some loops to use this proc.
-The sun will reference this list for debugging purposes. The sun will also remove solar equipment in the list which are not connected to a powernet.
-Cut down on some duplicated code.
-Fixed an issue with solar panels not updating their direction correctly.
-Changed the proc updateicon()'s name to update_icon()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5418 316c924e-a436-60f5-8080-3fe189b3f50e