A simple optimization to can_safely_remove_from_zone() both with and without multi-zas.
Instead of allocating a new list every time we call get_zone_neighbours() (which gets called several times in a loop) we have a pre-built list we don't need to Copy().
Same story for the list to iterate over in can_safely_remove_from_zone()
There should be no semantic change whatsoever from this; it is purely a performance optimization.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
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.
Adds what I hope to be able to make a sort of intelligent system that in the future will be able to decide what event would be the best to choose at any given moment. A lot of this will probably get rewritten later.
You can use the new debug verb Show GM Status to have it show some data about itself, such as player activity across the whole server.
Currently, the system cannot actually run any events, as they don't exist and it's been disabled. The plan is to have the events themselves do most of the heavy lifting for stuff like set-up and weights.
When the overarching system is more refined, a lot of new events will be madem and most of our old ones will be ported, and improved upon too.
For now, adding this lets me see what the system thinks about a round that has people playing on it and not just me on a test server.
The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.
CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.
Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.
Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
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.
- Explosive grenades have gotten a major upgrade, (borrowed code from fragmentation grenades).
- Box for explosive grenades lowered to 5 grenades per box instead of 7.
- Evidence locker moved to forensics area from detective's office. Body bags, latex gloves, and evidence bags moved to said locker.
- Low yield EMP grenades created including sprites. Box for them created (neither added to the map).
- Can now spawn from the elevator.
Blobs now randomly pick a random turf without obstructions in maintenance, instead of from a pre-determined list of locations.
Blobs also now log their spawn location, which admins can use to jump to it.
Space vines and nuclear discs have been updated to use the same mechanics.
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.
Refactors how synthetics set their modules. On login, if appearance selection was initiated but not finalized, the selection options popup again. Fixes a long-standing issue of borgs being able to look like the standard module by loging out.
Ensures the syndicate agent IDs and syndicate borgs will always have the same initial access permissions.
Removes now unnecessary syndicate snowflake code from NanoUI.
Synths now utilize actual ids.
Axes speed of light and procs that used it (but were not used by anything). More maths too, and max stack amounts, not used anywhere.
Ticks back stuff that was unticked for faster compile, whoops.