Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
- SMES now shows "Partially Charging" in UI when it has at least some input, but not enough to charge at set rate.
- Added yellowish-orange overlay which is used instead of the normal one if the SMES is partially charging, so you can visually see it without having to open the UI.
- UI input/output rate fields are now 20px wider. This fixes issues with values that exceed 1 000 000 W. Such values are possible with multi-coiled SMESs.
- Fixes issues caused when makepowernets() was somehow called.
- Substations (or read, breakerboxes) work properly now. Tested.
- Powernets no longer decide to randomly stop working when stuff is being modified.
- Mostly temporary fix until next devmerge which will (hopefully) add /tg/ powernet code.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
- Cleanup of SMES attackby() code
- Buildable SMESs now have option to override safety circuit by using multitool while the hatch is open.
- Disabling safeties lets you disassemble SMES even if it's charged above 1%.
- If charge is above 5% stored energy may discharge violently. This is percentage based (more energy = higher chance of this occuring + more severe consequences)
- Larger discharges affect whole powernet, burning out some lights and even completely destroying APCs!
- Substation PSUs act as surge protection. Thus, if set up properly damage is limited to few areas which are directly on the main grid (= maintenance mostly)
- STILL NEEDS TESTING. Pushing so other people can review the code and give further suggestions. And because i need to access it on second computer.
- Buildable SMES is now subtype of regular SMES.
- Buildable SMES related stuff moved to separate file (smes_construction.dm)
Please note that this commit is one of two commits which have to be applied together. Otherwise, compilation error occurs. (Code + Map. This one is Code)
- Adds Superconducting Magnetic Coils - SMES specific construction item.
- Each SMES can have up to 5 additional coils added , similar to PSUs with cells.
- It is possible to create multi coil SMESs by changing "cur_coils" variable while mapping them in.
- SMES can be deconstructed, salvaging their board and coil(s)
- It is currently not possible to obtain these by any other way than deconstructing existing SMESs. This will be added in another commit.
Creates two proper monitor circuits for Engineering/Mining.
Adds air alarms in the Research access foyer.
Relocates camera in Misc. research to a more central location.
Ensures there are enough Telecommunication Satellite SMES units to meet power demand.
-Made maximum input and output values depend on a variable instead of a define directly. For VV or future customizable SMESes.
-Made reattempting to charge a bit smoother.
-ion_act()'s explosion is now logged.
And that's it. It's just a 30something lines commit, geez.
This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas. Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.
We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes. The only downside to this 5 minutes is you might get free energy until that area becomes active.
Thinking this was a typo, though quite honestly I'm not sure why this test
is even here as distance checks are built into nanoUI but since feradan put it in
I'm kinda not wanting to remove it.