* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
This commit adds the Nightshift lighting mode from /tg/. From 19:00 to
07:00 in station time, the station will go into a reduced-lighting mode,
with dimmed lights across the station.
In conjunction with this, there is a new configuration option to start
the shift time at a random time other than 12:00, so that players are
more likely to experience a night shift (as opposed to having to have a
7 hour round).
All game modes EXCEPT traitor (and it's variants) misinform a number of
chumps that they are potential collaborators, to cut down on metagame
potential.
Traitor modes don't misinform anyone and instead inform the real
potential collaborators only to prevent spreading actual codewords to
the general public.
Maximum number of chumps scales with population, though it is possible
to end up with fewer chumps than the maximum based on RNG and the number
of people with opposed/skeptical relations.
Also fixed some accidentally inverted checks that broke everything, and
moved the inform_collab proc to the base game_mode type for organization
Alternative to #6829
The Syndicate no longer leaves their potential collaborators in absolute
darkness about their usefulness. Collaborators are notified of their
potential use, though in a vague way so as not to compromise the
identities of any agents directly.
- Potential collaborators get messages informing them that they are
still not antags, but that they may be asked to assist, when they are
assigned to a new traitor.
- Potential collaborators get a SINGLE code word and code response so
their clandestine friend can attempt to communicate with them with more
subtlety than "hey, im a traitor, want to help?"
- They are only given 1 word set so they can't just inform security and
the AI of all the codewords alone. Same reason they aren't given a name
of the traitor they might be asked to assist.
The intercept report (currently disabled) now only lists suspects that
actually CAN be the antag (no more listing the chaplain as a potential
cultist, the HoS as a potential traitor, or that IPC in atmos as a
possible changeling).
Potential collaborators can no longer be characters in roles that are
restricted from being traitors. So no more "Potential collaborator: The
captain", as funny as that may have been.
🆑
tweak: Potential collaborators for traitors now are informed they are
potentially a collaborator for a potential increase in them potentially
helping the traitors potentially do potentially bad things. Potentially.
rscadd: Potential collaborators are given a single code word and
response set so they can discretely find out that their best friend is a
filthy traitor.
/🆑