- Cyborg lights now use the reworked power system.
- Removed flashlight from cyborg modules, replaced with integrated light.
- "toggle-lights" verb is added for cyborgs, which de/activates the integrated light. Uses 30W (*modifier) of power when active.
- Cyborg lights have luminosity of 6 (flashlight has 4).
Attempts to fix #6481.
Previously it appears observers would be asked once, and only once, if they wished to become a pAI.
If one closed the configuration window without pressing Submit you'd never get the chance to apply again.
Now asks observers every time someone requests a pAI, similar to posibrains and Dionaea pods.
There is already a built-in ask delay of one minute between such requests and ghosts can decide to opt out for the rest of the round.
- tried to merge the upstream and my version for you as best as i could, my version does differs in quite a few places
- reactivates my ID and IP fixes, these are needed so an offline borer or host mob don't cause bans and multikey alerts to fuck up, worst case you perma a few innocent players thanks to lazy coding. also how could they possibly fuck up control transfer??
- fixes the client DC bug properly, caused by spawning the brainmob prematurely in New()
- removed the runtime-error-triggering organ check, all mob restriction checks if wanted should happen on infest
- adds say logging and missing input sanitation
next time please ask me if you have questions, instead of making master file accusation comments that i might never read.
Replaces magic numbers across the code base with proper constants.
Prepares for the ability to have more than one antag channel in the future.
Corrects a lie.
Before this fix, you could make multiple shackled orange shoes from a single pair
of handcuffs because the pair of handcuffs was never removed from the user's
inventory before it got added to the shoes' contents.
- This solves various issues with cyborg charging
- Cyborg chargers have 15k charge capacity themselves. They charge at 2.5kW when no cyborg is inside and 25kW when cyborg is inside.
- Instead of draining power directly to cyborg's cell, they simply transfer power (capped at 250 charge/tick) from charger to cyborg.
- All is checked, which means no excess power is wasted. This means AFK cyborgs parked in rechargers are no longer power sinks
Balance
- Increased cyborg actuator power usage a bit.
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)