Commit Graph

20 Commits

Author SHA1 Message Date
Jordie0608
4fd2c24ca5 zeroth laws can be removed with core boards 2015-05-28 19:38:06 +10:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Cheridan
2b64683a6b Refactors pAI law code to use the inherited laws datum instead of its own specific variables
Removes annoying double-message box when selecting NEVER FOR THIS ROUND.
Span classes
2014-04-09 12:38:22 -05:00
Miauw
520b114293 fixes shit 2014-03-09 18:31:43 +01:00
Miauw
758ca4f81c Added a failsafe, default_laws is now a config option. 2013-12-23 13:10:04 +01:00
Miauw
76f9881a42 Cleaning up of AI law datums, adds Custom AI board to the map. 2013-12-21 17:49:50 +01:00
Miauw
aa655092c5 Major changes & copypasta removal in AI module code.
This won't affect gameplay.
(Untested & map won't compile, I want to have the map in a seperate commit)
2013-12-20 17:10:47 +01:00
Robson Richards
89349c0102 Add's IntigAsimov lawset as 'Asimov++' 2013-12-19 20:05:39 +00:00
Miauw
2988b2b698 Changes Corporate to Kaze's popular Corporate2. 2013-12-19 17:39:25 +01:00
Miauw
8b09e95aaf Changes roundstart AI law behavior. 2013-12-19 17:12:05 +01:00
giacomand@gmail.com
7d6fb8fd6a Commiting for Aranclanos.
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=10189&p=143580&hilit=https%3A%2F%2Fwww.dropbox.com%2Fs%2Fcwflgm7793ts20s%2FBorgsForCasualsRELOADED.patch#p143580

-Fixed some ugly text in Ion laws "THE STATION IS [0x6006265] FETISHES...LAWS UPDATED".
-Fixed some typos on the Ion laws.
-When borgs are emagged, now they show their laws for themselves.
-When new laws are uploaded, the borg gets instantly the new laws, just like the AI, instead of the confusing message "Your AI has set your 'laws waiting' flag.". Remember this is a patch for casuals.
-The borgs gets the same message than the AI in Ion storms.
-Made the admin Ion storm show the "...LAWS UPDATED" text.
-Borgs get a different law 0 telling them to help their master.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4837 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-09 05:37:28 +00:00
VivianFoxfoot@gmail.com
79b537ce5b Adds a dummy process() to /obj/machinery/door so that doors aren't removed from the machine list. Best guess, all machines call process automatically, and because doors didn't have an explicit one defined, they automatically called the one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3374 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-30 06:19:30 +00:00
n3ophyt3
73c7391c32 AIs now actually use power from APCs, rather than simply require that equipment power is active.
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.

THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.

While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.

I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.

This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-12 04:45:08 +00:00
noisomehollow@lycos.com
ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00
n3ophyt3@gmail.com
e1d410c637 Clarifying law priority.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1117 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 17:16:50 +00:00
n3ophyt3@gmail.com
d83868e9ab Made ion storms more robust
Ion laws are now listed before all other laws, making them the kings of law priority
  AIs can have multiple Ion laws
  They are still resettable as normal

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@648 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-17 16:52:57 +00:00
n3ophyt3@gmail.com
f339792009 Gave AI Malfunction a makeover.
The AI now has to actually do stuff to win!
    Malf AIs now have the ability to hack APCs.
    The timer does not start until at least one station APC is hacked.
    The hack takes 60 seconds (give or take lag), and the AI is unable to interact with other objects during the process.
    The more APCs you hack, the faster the timer goes.
  This change is very much experimental, and subject to change/being erased from the annals of time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@185 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-27 03:30:03 +00:00
n3ophyt3@gmail.com
9d570e4baa Created framework for making cyborgs that aren't shackled to the laws of an AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@157 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-23 09:45:03 +00:00
n3ophyt3@gmail.com
f7896b0a73 Added the ability to build new AI cores.
Construction starts with a stack of 4 rmetal
  From there, wrench, AI core circuitboard, screwdriver, wirecoil, a stack of 2 rglass, screwdriver
  Between adding the wiring and the rglass, it is possible to insert a brain to create a new AI.
  If no brain is included, you get an Inactive AI.
  It is also possible to use the Asimov, Purge, and Freeform law modules on a core at this stage.
  A new AI will not have any laws if you don't add any!
  Deconstruction is currently impossible once it is a full AI, but until the securing of the rglass is done, you can still take it apart.
  Assuming you've inserted the rglass, deconstruction is crowbar, crowbar (only if you inserted a brain), wirecutters, screwdriver, wrench, welder
  It currently has really fugly sprites because I am not a spriter

Added ability to stack rmetal.

Added AI core circuitboard to tech storage.

Commented out some debug code that was no longer needed.

This is the biggest update I've done, it seems to be compiling fine on my end, but for all I know shit will ass up once it hits the SVN.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@139 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 03:35:42 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00