- Adds the update_idle_power_usage() and update_active_power_usage() procs for the respective vars.
- Switches all places modifying those vars directly to call the procs instead.
- This will let us react to the change appropriately, paving the way towards static area power.
- Adds update_power_channel proc for the sake of completeness, but no machines actually modify it so far.
- Creates new advanced shield generators, designed to replace old hull and bubble shield generators.
- Upgrades the floor mounted and handheld shield diffusers.
- Makes underfloor shield diffusers actually constructable.
- Handheld diffusers orderable via uplink.
- Removes supply packs and research datums for the old generators, but leaves their code in place for maps that still use them.
- Integrates with the meteor and electrical storm events.
- Integrates with mob AI (they know how to attack it)
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user
Adjusts numbers on shield generators, so that they can protect the station with roughly similar amounts of power they would need on the old map, before multiZ.
Cleans up a bit of initialization code for shield gens.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Shields now give a visual indicator of health by shifting towards a red color as the health gets closer to zero.
AI turrets will no longer give up in despair and not even try to kill people hiding in shields.
Adds weaker variant of the shield projector, with smaller radius and health more suited to one on one engagement verses the base shield being tuned for teamfighting.
Implements shields which block projectiles from outside, but allow projectiles to leave from inside.
Also adds a projector item which makes these, in two variants, rectangle and line. It was made an item so that down the road making stationary/wearable/etc versions will be easier as they can just contain the item.
Currently there is no way to obtain this without adminspawn. I have Future Plans(tm) for these.