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synced 2026-08-23 20:16:55 +01:00
Fix Malf AI
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@@ -350,7 +350,7 @@ var/global/datum/controller/gameticker/ticker
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proc/create_characters()
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for(var/mob/new_player/player in player_list)
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if(player.ready && player.mind)
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if(player.mind.assigned_role=="AI")
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if(player.mind.assigned_role == "AI" || player.mind.special_role == "malfunctioning AI")
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player.close_spawn_windows()
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player.AIize()
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else if(!player.mind.assigned_role)
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@@ -20,6 +20,7 @@
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var/station_captured = 0
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var/to_nuke_or_not_to_nuke = 0
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var/apcs = 0 //Adding dis to track how many APCs the AI hacks. --NeoFite
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var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
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/datum/game_mode/malfunction/announce()
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@@ -27,15 +28,36 @@
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<B>The AI on the satellite has malfunctioned and must be destroyed.</B><br />
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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."}
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/datum/game_mode/malfunction/get_players_for_role(var/role = BE_MALF)
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var/roletext = get_roletext(role)
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var/datum/job/ai/DummyAIjob = new
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for(var/mob/new_player/player in player_list)
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if(player.client && player.ready)
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if(player.client.prefs.be_special & BE_MALF)
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, "AI") && !jobban_isbanned(player, roletext) && DummyAIjob.player_old_enough(player.client))
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if(player_old_enough_antag(player.client,role))
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antag_candidates += player.mind
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antag_candidates = shuffle(antag_candidates)
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return antag_candidates
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/datum/game_mode/malfunction/pre_setup()
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for(var/mob/new_player/player in player_list)
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if(player.mind && player.mind.assigned_role == "AI" && (player.client.prefs.be_special & BE_MALF))
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malf_ai+=player.mind
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if(malf_ai.len)
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return 1
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return 0
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get_players_for_role(BE_MALF)
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var/datum/mind/chosen_ai
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if(!antag_candidates.len)
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return 0
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for(var/i = required_enemies, i > 0, i--)
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chosen_ai=pick(antag_candidates)
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malf_ai += chosen_ai
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antag_candidates -= malf_ai
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if (malf_ai.len < required_enemies)
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return 0
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for(var/datum/mind/ai_mind in malf_ai)
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ai_mind.assigned_role = "MODE"
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ai_mind.special_role = "malfunctioning AI"//So they actually have a special role/N
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log_game("[ai_mind.key] (ckey) has been selected as a malf AI")
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return 1
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/datum/game_mode/malfunction/post_setup()
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for(var/datum/mind/AI_mind in malf_ai)
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@@ -226,26 +226,22 @@ var/global/datum/controller/occupations/job_master
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if(!job) return 0
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if((job.title == "AI") && (config) && (!config.allow_ai)) return 0
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if(ticker.mode.name == "AI malfunction") // malf. AIs are pre-selected before jobs
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for (var/datum/mind/mAI in ticker.mode.malf_ai)
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AssignRole(mAI.current, "AI")
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ai_selected++
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if(ai_selected) return 1
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return 0
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for(var/i = job.total_positions, i > 0, i--)
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for(var/level = 1 to 3)
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var/list/candidates = list()
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if(ticker.mode.name == "AI malfunction")//Make sure they want to malf if its malf
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candidates = FindOccupationCandidates(job, level, BE_MALF)
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else
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candidates = FindOccupationCandidates(job, level)
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candidates = FindOccupationCandidates(job, level)
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if(candidates.len)
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var/mob/new_player/candidate = pick(candidates)
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if(AssignRole(candidate, "AI"))
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ai_selected++
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break
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//Malf NEEDS an AI so force one if we didn't get a player who wanted it
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if((ticker.mode.name == "AI malfunction")&&(!ai_selected))
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unassigned = shuffle(unassigned)
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for(var/mob/new_player/player in unassigned)
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if(jobban_isbanned(player, "AI")) continue
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if(AssignRole(player, "AI"))
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ai_selected++
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break
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if(ai_selected) return 1
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return 0
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