Fix Malf AI

This commit is contained in:
Markolie
2015-07-17 01:00:25 +02:00
parent e55af53edb
commit 0be9055d58
4 changed files with 115 additions and 19 deletions
+1 -1
View File
@@ -350,7 +350,7 @@ var/global/datum/controller/gameticker/ticker
proc/create_characters()
for(var/mob/new_player/player in player_list)
if(player.ready && player.mind)
if(player.mind.assigned_role=="AI")
if(player.mind.assigned_role == "AI" || player.mind.special_role == "malfunctioning AI")
player.close_spawn_windows()
player.AIize()
else if(!player.mind.assigned_role)
+28 -6
View File
@@ -20,6 +20,7 @@
var/station_captured = 0
var/to_nuke_or_not_to_nuke = 0
var/apcs = 0 //Adding dis to track how many APCs the AI hacks. --NeoFite
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
/datum/game_mode/malfunction/announce()
@@ -27,15 +28,36 @@
<B>The AI on the satellite has malfunctioned and must be destroyed.</B><br />
The AI satellite is deep in space and can only be accessed with the use of a teleporter! You have [AI_win_timeleft/60] minutes to disable it."}
/datum/game_mode/malfunction/get_players_for_role(var/role = BE_MALF)
var/roletext = get_roletext(role)
var/datum/job/ai/DummyAIjob = new
for(var/mob/new_player/player in player_list)
if(player.client && player.ready)
if(player.client.prefs.be_special & BE_MALF)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, "AI") && !jobban_isbanned(player, roletext) && DummyAIjob.player_old_enough(player.client))
if(player_old_enough_antag(player.client,role))
antag_candidates += player.mind
antag_candidates = shuffle(antag_candidates)
return antag_candidates
/datum/game_mode/malfunction/pre_setup()
for(var/mob/new_player/player in player_list)
if(player.mind && player.mind.assigned_role == "AI" && (player.client.prefs.be_special & BE_MALF))
malf_ai+=player.mind
if(malf_ai.len)
return 1
return 0
get_players_for_role(BE_MALF)
var/datum/mind/chosen_ai
if(!antag_candidates.len)
return 0
for(var/i = required_enemies, i > 0, i--)
chosen_ai=pick(antag_candidates)
malf_ai += chosen_ai
antag_candidates -= malf_ai
if (malf_ai.len < required_enemies)
return 0
for(var/datum/mind/ai_mind in malf_ai)
ai_mind.assigned_role = "MODE"
ai_mind.special_role = "malfunctioning AI"//So they actually have a special role/N
log_game("[ai_mind.key] (ckey) has been selected as a malf AI")
return 1
/datum/game_mode/malfunction/post_setup()
for(var/datum/mind/AI_mind in malf_ai)
+8 -12
View File
@@ -226,26 +226,22 @@ var/global/datum/controller/occupations/job_master
if(!job) return 0
if((job.title == "AI") && (config) && (!config.allow_ai)) return 0
if(ticker.mode.name == "AI malfunction") // malf. AIs are pre-selected before jobs
for (var/datum/mind/mAI in ticker.mode.malf_ai)
AssignRole(mAI.current, "AI")
ai_selected++
if(ai_selected) return 1
return 0
for(var/i = job.total_positions, i > 0, i--)
for(var/level = 1 to 3)
var/list/candidates = list()
if(ticker.mode.name == "AI malfunction")//Make sure they want to malf if its malf
candidates = FindOccupationCandidates(job, level, BE_MALF)
else
candidates = FindOccupationCandidates(job, level)
candidates = FindOccupationCandidates(job, level)
if(candidates.len)
var/mob/new_player/candidate = pick(candidates)
if(AssignRole(candidate, "AI"))
ai_selected++
break
//Malf NEEDS an AI so force one if we didn't get a player who wanted it
if((ticker.mode.name == "AI malfunction")&&(!ai_selected))
unassigned = shuffle(unassigned)
for(var/mob/new_player/player in unassigned)
if(jobban_isbanned(player, "AI")) continue
if(AssignRole(player, "AI"))
ai_selected++
break
if(ai_selected) return 1
return 0