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Refactor low power/manual power-down actor disabling #13998
This aims to remove the biggest remaining roadblock towards getting rid of Actor.Disabled and the IDisable interface.
The idea is to no longer disable the actor as such, but only the traits that need to be disabled, via a condition (or multiple conditions) granted either at specific power levels (usually anything below Normal) or manual power down.
Note: Currently not working as intended (despite some first fixes suggested by @pchote), as affected actors are considered low power/disabled all the time, probably a bug somewhere in the
Only TS mod adapted on the yaml side so far, I first want to get the code debugged and the basic yaml approach approved before I adapt the other mods (this will also need an upgrade rule).
referenced this pull request
Oct 14, 2017
I also noticed the following issues with EMP in TS:
- EMPed radar doesn't disable radar
- EMPed laser fence nodes don't disable their connected segments
There may be other regressions in the other mods, but i'm sure they will be found and fixed in due time, so we probably shouldn't be too paranoid about that.
With some more digging I found that the real problem wasn't with
ValidPowerStates after all, but with buildings that were placed while the player was already in low power. Adding an
Update call to
Created fixed the problem.
I have fixed that, removed that
// TODO:, rebased, and updated the upgrade rule date.
The code looks good and I was not able to spot any further regressions in any of the default mods.