- 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. --------- Co-authored-by: silicons <silicons@silicons.dev>
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.