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.
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.
No mechanical changes come of this change, only the ability to have an antagonist faction, as well as having specified visbility for the affiliation itself.
Also adds Skrell home system to the home system list.
'chu heard me. S'what it does. When you're on a call, there's a "Start Video" button next to each person. When you click it, you actually look through their thing, like a ghost might if they ghostcalled. You have to stay within 1 tile of a video showing communicator to see it.
Multiple people can share one communicator video stream by setting it on a table or whatever, and examining it. There's a message like "It appears to be showing a video: [view]" and you can click view and you can all look at the video. COLLABORATION. SYNERGY. OTHER BUZZWORDS.
I also added the feature of DECLINING requests from people.
Also communicators show up on a special camera list on security consoles, but the same EPv2 network visibility turns this off as well if you wanna be all hidey. This does mean that people with the visiblity on serve as sort of roaming AI cameras for the AI as well. So the AI can watch you repair the outside of the station or whatever if you want.
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.
Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.
**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**
Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
This updates synthetic limbs to make more sense. It tweaks what you can 'see' when examining people. If someone has a robotic leg but is wearing pants, how would you know that? If someone has a burn on their arm, but their jumpsuit sleeves down, how would you know that? If someone has a replacement Vey-Med arm, how would you know it's robotic? It also treats examining FBPs more 'realistically'. If they are covered except for their head, it doesn't matter if their whole body is Bishop robotic. If their head is Vey-Med and that's all you can see, they just look human to you.
So FBP manufacturers can have a 'lifelike' var set. Vey-Med has this. This makes the limbs not show obviously non-organic damage (dents) until they are more damaged and start showing wires/metal. Attempts to treat these limbs with medical stuff results in a different message. Manufacturers can also set individual blood colors. Vey-Med blood is now white, ala Bishop from Aliens.
isSynthetic proc = Is the mob actually synthetic, as in, mechanically for breathing/tox purposes?
looksSynthetic proc = Does the mob display outward signs of being synthetic? Based on head and torso and what's revealed.
Other fixes:
You can no longer attach limbs to non-existent parents. You can't give somone a foot on a leg that doesn't exist.
You can't attach fleshy limbs to robotic ones. BODIES DO NOT WORK THAT WAY.
'Synthetic' var on humans points to manufacturer if you need to grab it quickly. isSynthetic returns this as well.
Robolimb count (and thus overheating speed) updates whenever your limbs change.
Lifelike FBPs do not show a 'system offline glyph'.
isSynthetic and looksSynthetic moved to human_helpers becasue they were defined on human in mob_helpers
Nanopaste correctly repairs limbs using the new procs (both burn and brute, making it an expensive welder+wire)
* Consolidates copypasta for repairing robolimbs
Also prevents self-repairing a limb you are using to hold the tool
* Fixes robot organs becoming undamagable after reaching cap
* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck
* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes#13123
* Fixes damage to robotic limbs not triggering organ processing
At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.
* Build on HarpyEagle changes to apply to Polaris
Had to apply the change from flag to an enumeration.
* Removes unneeded file
* Fix bruisepacks, remove heart
Well, the unused bay version of the heart anyway
* Tweaks examine, reverts isSynthetic
Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
Removes limitation of being unable to join different colors of cable
Allows merging of different kinds of cable
Adjusts the color changing proc to be nicer as per Baystation12/Baystation#11645
Makes the name of the starsystem and station generic such that it can be modified in global.dm and replace the strings where it is used. This won't have an effect on Polaris itself, but makes changing the name much more simple for forks. Using string concat constants on the advice of Psi.
Unlike cuts they do not merge, so many small-damage stabs will create many small stab wounds instead of one megahole.
Also cleans up checks in wound code a bit with power of OOP