This commit refactors light_color definitions for most machines and
consoles that use light_color's. Instead of having the same color repeated
over and over again, there are #defines for most of the common ones.
Some machines and other places may not use lighting defs- this is
intentional. The defines as they are, are relatively clean, and machinery
was where the bulk of repeated light definitions were. Other, special
colors, can just be defined in the same file that they are used once in.
This commit adds custom color definitions to almost every computer that
did not already have them. It also causes cigarretes to very dimly glow.
Also contains custom colors for candles, flashlights, and the mentioned
cigarretes.
Oh, and beepsky flashes red and blue now while in hunt mode. FTW
God rest my soul for coding this, but I've added support for secbots to
harmbaton people.
Currently there is no way outside of adminboos to set the var, and the
only secbot who has it set to true is the ever-spiteful Officer Buzzsky.
I might do something with emagged secbots and this in the future, but I
wanna discuss that with a few people prior to implementing it.
Officer Buzzsky, somehow stuck in the atmos mix tank, has a less than
favorable outlook on the crew due to the telescientists and engineers
being too lazy to rescue him. Good thing he can't get out, or he might
hurt someone!
*Reorganised and commented used procs for better visibility/maintenance
*Redid the PriorityQueue class
*Changed the euclidian distance to the byond one (so that we don't calculate float and square root when it's not necessary)
*Made the AStar algorithm use the closed list instead of just filling it
*Some optimization in the open list sorting : last entered is first in case of f ties, slightly less tiles are checked now
*Changes the order directions are checked when adding adjacents turfs to make for more 'realistic' path (read less 'drunk pathing' with lots of diagonals)
*Fixed some turfs densities not being check for diagonal movement
*Closed firedoors are now correctly seens as blocked by the algorithm
*Cleanbots now only moves in cardinal directions, like other bots.
*Updated the info text at the beginning of the file a bit
*Absolutely unrelated : simplified the turf.Bless() proc
Conflicts:
code/__HELPERS/unsorted.dm
code/defines/procs/AStar.dm
code/game/machinery/bots/bots.dm
code/game/machinery/bots/cleanbot.dm
code/game/machinery/doors/firedoor.dm
code/game/machinery/doors/windowdoor.dm
code/game/turfs/turf.dm
-emagging will turn declarations off
-People with criminal status "Incarcerated" or "Parolled" will increase threatlevel
Conflicts:
code/game/machinery/bots/ed209bot.dm
code/game/machinery/bots/secbot.dm
-Added a new access type that will act as a weapon permit that the HoS/HoP can manage. Centcom, Security, Captain, HoP, and the Barman start with it.
-Securitrons will now have the option to declare arrests they make to anyone who is wearing a security HUD. This can be turned off per-securitron
-Securitrons now have the option to arrest humans without any IDs. Defaults to off.
-Changed how securitron threat assessment is calculated
-Removed detective access from securitrons
-Stunning and cuffing now properly bolds their text for the perp
-Pingsky has its own type now
I realise there is a lot of existing duplicate code between the EDs and the securitrons, but I don't think I'd have the capability to tackle that any time soon.
Conflicts:
_maps/map_files/tgstation.2.1.3.dmm
code/game/jobs/access.dm
code/game/jobs/job/captain.dm
code/game/jobs/job/civilian.dm
code/game/jobs/job/security.dm
code/game/machinery/bots/ed209bot.dm
code/game/machinery/bots/secbot.dm
code/modules/admin/verbs/debug.dm
code/modules/mob/living/carbon/carbon.dm
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/living/carbon/monkey/monkey.dm
I'd say it's a holdover from monkey epidemic but the truth is this is cael code that is being changed, it's been that way for over a year and I still can't rap my head around why these lines were put in.
- Fixes bots attacking through windows
Conflicts:
code/game/machinery/bots/ed209bot.dm
code/game/machinery/bots/medbot.dm
code/game/machinery/bots/secbot.dm