Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.
THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.
While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.
I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.
This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
- Adjusts a few nutrient values for plants.
- Fixes the weird messages produced by Chantrelles.
- Nettles breaking has also been fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2666 316c924e-a436-60f5-8080-3fe189b3f50e
◦ Metroids can now be observed by ghosts.
◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
◦ Captain announcements now require the player to be next to the console. (Issue 220)
◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
◦ Some other insignificant back-end shenanigans.
◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
◦ Gave some critters, namely "creature" and "blob" some attack sounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
- added feedback logging for alert levels
- alert level descriptions are now part of config.txt
- alert levels default to the ones I had before, if the config file isn't configured.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2641 316c924e-a436-60f5-8080-3fe189b3f50e
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.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2635 316c924e-a436-60f5-8080-3fe189b3f50e