tl;dr level collections that can easily be logically restructured/moved as necessary will eventually be used for radio and overmaps location resolution. this is the last part of https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841 that has not yet been integrated. this will be a draft for a while. --------- Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
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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.