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Engineering machinery and consoles area detection refactor #26716
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…rs now work by area rather than Z_level
…f ruins that weren't checked
…er alarm, but still presesents area names
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Migratingcocofruit
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Engineering machinery and console station area detection refactor
Engineering machinery and console area detection refactor
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Migratingcocofruit
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Engineering machinery and console area detection refactor
Engineering machinery and consoles area detection refactor
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Refactor
This PR will clean up the code but have the same ingame outcome
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Refactor
This PR will clean up the code but have the same ingame outcome
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What Does This PR Do
Replaces the hardcoded station z level checks on the gravity generator, station alert console, atmos alert console, central atmos console with area checks. Moved the hardcoded networks that were being added to cameras when an alert was activated to variables of /area. Engineering console now gets its networks from the area it is placed in.
Also fixes a bug where some atmos alarms wouldn't show in the atmos alert console(despite showing on station alerts) due to the console only showing alerts from the master alarm of each relevant area while some of those had no master alarm.
Why It's Good For The Game
The gravity generator and most engineering consoles are all hardcoded to only work on the station. This means you can't use them in ruins. Now that possibility exists. This means places like the syndie base can now have atmos monitoring and control as well as a gravity generator.
I originally made these changes as part of a planned ruin for engineering practice, but considering these changes aren't specific to that ruin I decided to make them their own PR.
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🆑
tweak: Grav gen, atmos alert console, atmos control console, engineering camera monitor, station alert console now all determine their relevant areas and devices depending on the area they are placed on instead of hardcoded checks for things being on station.
fix: Atmos alerts now properly show on the atmos alert console
/:cl: