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Security level refactor, also GLOB.marine_main_ship is dead #17148
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Neocloudy
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…el, improved announcements, unhardcoded status display stuff, slightly less hardcoded fire alarm stuff, improved doc
…ree in my head for days, so let me just...
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About The Pull Request
Forgive me. Both for the potential code fuckups and the fact the first commit for this dates back to June 2024. It's another one of my refactors that I start and then don't PR for months.
On security levels
Security levels are now handled on a subsystem that reads subtypes of
/datum/security_level
, instead of every security level being hardcoded into a big switch block. This is a port of TG's security level backend, essentially.Quite a bit can be changed about them by coders (or VV users). Flags exist for how it can be set by players, if it has delta alert traits (entails a state of emergency), and vars exist for some customization (announcement card colors, status display icons, fire alarm light colors, lowering/raising body and sound, config entries).
Signals are now used for any world objects that react to the sec level changing, instead of the previous implementation of doing all that in the proc where security level changing is handled.
GLOB.marine_main_ship
is goneGLOB.marine_main_ship
is dead, the vars it was holding are split into two GLOBAL_DATUMs (orbital_cannon and rail_gun) for our shipside fire support and a GLOBAL_VAR for emergency maints.Why It's Good For The Game
Hopefully better code.
Changelog
🆑
refactor: Refactored security levels and removed GLOB.marine_main_ship. Please report any weird behavior with security levels, or the systems affected by this removal (OB, railgun, maint all access, keycard authentication).
/:cl: