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