* Move machinery procs from power to machinery. Getting real tired of confusing them for power procs, why were they even there?
* use_power = [0-2] replaced with the proper MACHINE_POWER_USE(NONE|IDLE|ACTIVE) defines. KEEP IT CLEAN
* Creates MACHINE_POWER_USE_GRID, for machines marked as MACHINE_POWER_USE_NONE that were actually drawing power, and doing so straight from the grid
* More numbers to defines
* Power connection component: Get rid of unused parameters on New() that were being misused anyway, and more importantly make the radio broadcaster actually draw it's power through the component instead of APCs.
NEEEEXIIIIS!
* ...actually adds MACHINE_POWER_USE_GRID this time
JEEEELLLYYYYYY!
* Converts a bunch of snowflakes into using the power connection component
* RECAP: Alright, I've fixed some major peeves and made sure no one's adding load to the powernet without going through a machine/component first, now is the time to start modifying how power draw works
* Give grid loads priorities, and convert powernet.load to a list of loads. Does nothing yet
* Satisfaction
* Converts power sink and singularity beacon
* Converts wall shield generator
* Converts emitters. Emitters will turn off below 30% satisfaction, and beam power will be affected by power satisfaction; eg: at 50% satisfaction beams will only be 50% as powerful
* Converts the antique matter synth
* Converts APCs
* get_satisfaction() for cables
* Converts SMES
* Converts artifacts
* Fixes a bunch of stupid things with SMESs and APCs, turns some more use_power numbers into defines, and gets rid of MACHINE_POWER_USE_GRID cause there's really no need for it, not yet.
* Fixes for power sink and singularity beacon
* Antique synth fixes
* More SMES fixes. No more free energy shenanigans, and measured output/load should update properly now
* Converts radio broadcaster and syphoners. Also adds a way to connect to smooth cables, because syphoners.
* RECAP: I think that should be it for converting and testing priority/satisfaction stuff. Up next is reworking the power monitor to display all loads (not just APCs) grouped by area, and each load's priority, as well as controls to edit a load's priority.
* Power monitor is in a workable state. Issues so far:
- It looks like ass. The "area details" buttons are ugly, and the priority dropdowns are uglier AND fuck up the vertical spacing between rows
- Power connection machines (eg: radio transmitter) don't show up
- Setting an SMES priority low enough it won't charge means it won't appear on the list, so can't change priority back. other machines likely affected too
Still, it's taking shape
* Couldn't get priority dropdowns to look nice, switches them for buttons. Touches up the show/hide details button to look nicer
* Ensure normal power/connection machinery does show up by default
* Give artifacts BYPASS priority so xenoarcheologists don't have to wonder whether it's working or not (assuming there's enough power on the grid)
* Make sure any SMES do show up even if not charging, so you can raise their priority if need be
* Allow players to set the SMES' (until now unused) nametag, to better identify them on the monitor
* Review 1
* Review 2
Adds TOTAL_PRIORITY_SLOTS for clarity instead of using POWER_PRIORITY_EXCESS
* Makes keycard authenticators more usable
* ridding spanners
* feels like MySpace all over again
* You can now use PDAs on keycard devices
* Update keycard authentication.dm
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* ERT things
* switch this around a bit
* fixes
* can call ERT from keycard auth
* Add faiure messages to reasonless ERT calls, better logging for keycard ERTs, removes a FIVE MINUTE SLEEP FROM THE ERT SPAWN PROC WHYYY
* no usrs allowed
Painstakingly goes through the 'in world' commit again to use the proper lists for all objects that are autoremoved from the machines list.
Also removes an extremely laggy proc called get_apc() which called locate throughout all related areas until it found an apc, links the apc to the area as only one is allowed per area.
Added a few film canisters to art storage and the dorms.
Fixed a misplaced wall in R&D.
Added a new carpet icon_state, so the dorms don't have to look stupid.
Added a new option for key auth devices, it removes the maint access requirement from all doors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5345 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
added a 2 minute countdown var to humans/monkeys that resets when move() is called (for an actual fix to the cuffbreak bug)
changed a typo in security levels
committed a gib animation fix for Sieve (todo: make custom gib animations for simple_animals/metroids)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2750 316c924e-a436-60f5-8080-3fe189b3f50e
- alert level descriptions are now part of the config file config.txt
- alert levels default to the ones I had before, if the config file isn't configured.
- Restored a HTML vending machine interface, an updated one. (I have limited time so I'll commit this one too, it's part of the bundle i coded while offline today and I don't have time to separate it before discussing it. I'll revert it later if needed)
Vending machine demo:
http://www.kamletos.si/vending.html
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2641 316c924e-a436-60f5-8080-3fe189b3f50e
Command intercept will now only increase the security level if it's lower than blue
Added a keycard authentication device. When you interact with it it asks you which event you'd like to trigger, currently only "Red alert". When you select the event, it asks you to swipe your ID card. If you have the new keycard auth access (60) on it (all heads of staff do), it will trigger all other devices of the same type to flash for 2 seconds. If someone with the same access level on their card swipes their card on another device during this period, the event will happen.
The idea behind this is the two key idea from submarine movies - just with ID cards. Admins are informed who requests the event and who triggers it btw, so abusing this is a bad idea.
Added this to the changelog. Hopefully the dme will work properly this time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2635 316c924e-a436-60f5-8080-3fe189b3f50e