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* 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