Ion laws are now listed before all other laws, making them the kings of law priority
AIs can have multiple Ion laws
They are still resettable as normal
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@648 316c924e-a436-60f5-8080-3fe189b3f50e
The AI now has to actually do stuff to win!
Malf AIs now have the ability to hack APCs.
The timer does not start until at least one station APC is hacked.
The hack takes 60 seconds (give or take lag), and the AI is unable to interact with other objects during the process.
The more APCs you hack, the faster the timer goes.
This change is very much experimental, and subject to change/being erased from the annals of time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@185 316c924e-a436-60f5-8080-3fe189b3f50e
Construction starts with a stack of 4 rmetal
From there, wrench, AI core circuitboard, screwdriver, wirecoil, a stack of 2 rglass, screwdriver
Between adding the wiring and the rglass, it is possible to insert a brain to create a new AI.
If no brain is included, you get an Inactive AI.
It is also possible to use the Asimov, Purge, and Freeform law modules on a core at this stage.
A new AI will not have any laws if you don't add any!
Deconstruction is currently impossible once it is a full AI, but until the securing of the rglass is done, you can still take it apart.
Assuming you've inserted the rglass, deconstruction is crowbar, crowbar (only if you inserted a brain), wirecutters, screwdriver, wrench, welder
It currently has really fugly sprites because I am not a spriter
Added ability to stack rmetal.
Added AI core circuitboard to tech storage.
Commented out some debug code that was no longer needed.
This is the biggest update I've done, it seems to be compiling fine on my end, but for all I know shit will ass up once it hits the SVN.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@139 316c924e-a436-60f5-8080-3fe189b3f50e