// 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.