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- Fixes few typos in the code - Fixes AI Eye object being solid, therefore being able to block movement of other players. - Fixes non-station APCs boosting CPU as others. Implemented Suggestions + Selection is now done in slightly better way (Basic Encryption Hack, Hack/Unlock Cyborg, Hack AI). Only relevant entities are offered in the list. + Adds varedit-modifiable variables for CPU Gain and Storage boost. These variables may be used by admin in game or by tester to faster unlock abilities. + Slightly nerfed APC CPU power generation. + Reworked machine overload. Now it only works on machines which are powered. Unpowered or broken machines cannot be overloaded. /obj/machinery/power type machines (APCs, SMESs, overall most stuff that directly handles electricity) received bonus explosion strength to compensate. Machine overload also drains massive power from local APC, therefore preventing spam of this ability (normal APC should take about 2-3 of these before needing to recharge). Also, qdel instead of del. + System Override now uses shuffled list of APCs when hacking them, as opposed to alphabetical list. + CPU generation rate is now shown in Status tab.
13 lines
655 B
Plaintext
13 lines
655 B
Plaintext
/datum/malf_research_ability
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var/ability = null // Path to verb which will be given to the AI when researched.
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var/name = "Unknown Ability" // Name of this ability
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var/price = 0 // Amount of CPU time needed to unlock this ability.
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var/invested = 0 // Amount of CPU time already used to research this ability. When larger or equal to price unlocks the ability.
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var/unlocked = 0 // Changed to 1 when fully researched.
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var/datum/malf_research_ability/next = null // Next research (if applicable).
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/datum/malf_research_ability/proc/process(var/time = 0)
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invested += time
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if(invested >= price)
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unlocked = 1 |