Somewhere on the station, a gas canister is faulty and ruptures, releasing its contents (no explosion).
* Added as an event_manger event. This version is nice on low severity and picks a canister with nobody nearby.
* Also added as a gamemaster event.
* Added helper method to check area occupancy.
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.
Ports and adds some more events, including dust, meteors, carp, etc.
Tweaks meteors, now has a 10 minute warning beforehand and meteors only approach from one direction now.
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.