* Adds "typecache" utility functions. A fast way to filter lists by type.
Ported from TG
* Ports the "orbit" feature and subsystem from TG
* Adds a feature that allows mobs and objs to "orbit" around some atom. They literally are moved around in circles. See the `orbit` proc in orbit.dm.
* Adds a subsystem that processes the actual movement of orbiting items.
* Adds utility methods for common machinery behavior.
* Adds default_unfasten_wrench which handles the standard anchor/unanchor behavior of wrenches being used on machines. Together with the other default_x_tool machinery procs we can eliminate having that code duplicated in dozens of places!
* Adds is_wire_tool proc to easily detect when a machine is hit with a tool that should open its wires UI (if it has one).
Based on ideas from Paradise, with improvements for us.
* Implements the Tesla Engine
Ported from a mixture of TG and Paradise code and assets: Edison's Bane
Includes the tesla energy ball itself, the generator that makes it, tesla coils, grounding rods, the circuits and frames to build them.
* Switch dusting to zapping on impact and spin better
Ported /tg SpinAnimation which supports more than triangles.
Added four extra hacking wires to the jukebox for Play, Stop, Next, and Prev. The main purpose is to allow attaching of singallers for remote controlling the jukebox.
Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired. Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net. These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
Ensures station bound synthetics will not be able to utilize Syndicate/Heist equipment/vessels, as well as the opposite for potential syndicate synths.
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.
Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
Fixes runtime when a borg is reset.
Fixes issue where /proc/select_active_ai_with_fewest_borgs() would not always return the intended AI.
Fixes issues with new borgs spamming the master AI with creation messages under some circumstances.
Related:
Cleans up airlock Topic()
Power and electricity is now also handled by process instead of sleeps().
Wires, remote door controls, etc. now use airlock procs instead of manhandling variables directly.
Error messages are now displayed in the NanoUI interface, instead of going to
the text log. Wire UI now consistent with other wire-enabled wire devices
that use NanoUI.
Remove some redundant procs and /obj/machinery/vending members. Rework the way
product lists and advert lists are stored within /obj/machinery/vending.
/obj/machinery/vending now uses a simpler way of storing the product list. The
old variables, `products`, `contraband`, etc., are still used for initialization
of the new list, but are not used beyond that.
This commit removes colors from vending lists in anticipation of introducing
NanoUI.