Files
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

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Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00
..

Game System - Backend

The core game system of Citadel RP

As a non-traditional ss13 server, we employ a modular approach to round flow

There's some modules to note here:

Game

This module holds the 'active' components of the game:

  • Factions
  • Objectives

Ticking / management is done by SSticker, which is responsible for ticking and processing the round's elements.

This module executes the world.

Storyteller

This module places 'pawns' into place in a given round for the desired experience.

Ticking / management is done by SSstoryteller, which is responsible for controlling the round's flow by placing pawns and firing off events.

This module acts for the world.

World

TODO: rename this something other than 'world' because 'world' is a BYOND concept.

This module has the core definitions and relationship definitions of things like world factions, locations, associated lore, etc.

Management is done by SSgame_world, but at some point, might be moved to a static repository.

This is the only 'non-ticking' module; it describes the world, as opposed to acts as the world.