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CHOMPStation2/code/modules/gamemaster/actions/grid_check.dm
2016-10-09 18:55:29 -04:00

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// New grid check event:
// Very similar to the old one, power goes out in most of the colony, however the new feature is the ability for engineering to
// get power back on sooner, if they are able to reach a special machine and initiate a manual reboot. If no one is able to do so,
// it will reboot itself after a few minutes, just like the old one. Bad things happen if there is no grid checker machine protecting
// the powernet when this event fires.
/datum/gm_action/grid_check
name = "grid check"
departments = list(ROLE_ENGINEERING, ROLE_EVERYONE)
chaotic = 20
/datum/gm_action/grid_check/get_weight()
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 30)
/datum/gm_action/grid_check/start()
// This sets off a chain of events that lead to the actual grid check (or perhaps worse).
// First, the Supermatter engine makes a power spike.
for(var/obj/machinery/power/generator/engine in machines)
engine.power_spike()
break // Just one engine, please.
// After that, the engine checks if a grid checker exists on the same powernet, and if so, it triggers a blackout.
// If not, lots of stuff breaks. See code/modules/power/generator.dm for that piece of code.