-Adds a Polaris version of APC rebooting
-Changes the random APC-bluescreening event to be more sensible in what it does and how to repair it. Bluescreened APCs are permanently unlocked, and can be fixed by removing the power cell and applying a multitool.
-EMP'd APCs now give Bay's timed (or manual) reboot nanoUI so that important places aren't shut off permanently if engineering can't get around to them.
-Nins and twizs no longer **** up APCs when they drain power from the cell completely. Also, drained power comes from the powernet primarily, and only draws from the battery if the powernet doesn't give enough (random chance) or if the cable is cut.
-Bluescreened APC sprite now switches to an open wire panel sprite if a screwdriver is applied.
-Grid checks put a nanoUI notice on APCs. As it is now, you have to wait for the grid check to end or use the grid checker in engineering before you can manipulate APCs.
-Grammar fixes
-More grammar fixes
-My god the grammar fixes
-to_chat'd the user <<s again.
-Merged a small clean-up to power states.
-Bashing APCs to pieces was always ineffective but would spam everyone anyway. Now, it only spams the person bashing the APC. This is a placeholder, ideally you should be able to bash a working APC's cover off if you want its battery out but this PR is already big enough as is.
Maps in a new Grid Checker machine, located in an expanded substation room in Engineering. When a grid check happens, Engineering can hack that machine to restore power sooner. Wearing insulated gloves is highly recommended.
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.
Changes layout of the AI core, see picture in PR.
Moves APCs for core and upload to the backs of the rooms.
Critical APCs can somewhat resist EMP now.
Gives turrets a ten second timeout until they go underneath the turret covers, unless turned off manually or if they lose power.
Adds a new type of turret specifically for the AI upload/core. This type has more health, has a 1/3 chance to ignore EMP, and fires xray lasers, to counter ablative armor.
A new material called Durasteel has been added. It is made from Plasteel and diamonds, and boasts more toughness than Plasteel alone, as well as reflectivity. The inner walls of the AI core are made out of this new material, which makes emitters less helpful.
Emitters can be damaged by projectiles, and will explode if too much damage is sustained. Shooting a Durasteel wall will likely cause you to lose the emitter.
New AI core turrets turn green when on lethal, to show that xray is coming.
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
- Mostly under-the-hood changes.
- Emagged APCs may now have their panel removed with screwdriver, so you can access wires
- Emagged APCs no longer rely on locked var, instead they check for emagged var as mwerezak suggested.
- Corrects APC behavior when hacked by malfunctioning AI.
- It should now be possible to hack the APC to unlock it even when it is hacked by the AI. Normal IDs still don't work on hacked APCs.
- A little side-fix, removal of malfunctioning AI's hack of an APC should now work correctly.
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.
Affects the Brig, Virology, Xenobiology or all three.
Adds warning messages to Engineering request consoles and AI.
Prevents doors from bolting open if unpowered
Reduces light overload frequency.
- Fixes APC runtime. I am an idiot. I know.
- Fixes potentional power issue with AI powersupply object, caused by AI having more than one powersupply. This sometimes caused AI to use 100kW instead of 50kW
- Fixes#9543
- Removes ugly floodlight/proc/updateicon() and replaces it with proper floodlight/update_icon() which is standard on all objects/items. Does the same refactor for power cells and adjusts the proc call in relevant files (hence the amount of 1-line changes in various files)
- Makes floodlights properly use CELLRATE. Their load is 200 watts. Cell adjusted accordingly, it starts with 1k cell, which is enough for ~40 minutes (roughly)
- Floodlights with almost discharged cell (less than 10%) ocassionally "flicker", dimming for few seconds. This serves as indicator that the power cell is running low.
- Floodlight luminosity adjusted. They now shine slightly more, espicially closer to the floodlight.