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…n view of every guard's sight Guards with nobody else noticed say a line, look round for a few seconds and go back to their route after killing or downing their target. Hits from a second attacker during a fight are remembered. Wary now fades after three minutes with nothing new. Admins can show the sight of every guard on their level at once. The notice map moves off the blackboard, whose qdel sweep runtimed on it.
The ally check walked get_line(), which takes one turf per step. A shot at an angle clips turfs beside that line, so a gunner fired past a guard standing next to its target and hit him. The check now walks every turf the straight line passes through.
…er 60 s The ? fills as a guard notices you and only you see it. Alert is a red ! for everyone; it drains while the guard has lost you, then turns into a yellow ? that drains over the search. Drawn on the guard, so never through walls, and above the lighting so it reads in the dark. Built only with a player nearby. Wary now fades after 60 seconds with nothing new.
Standing marks sit 6 px higher and follow the head's height offset; a lying guard's mark clears its body. No own ? shows in the moment after a search ends.
Guards walk back to their route or post after a chase instead of turning sentry, in legs when it is far. Only being carried to another level or map region makes a sentry; a guard that can't get back waits and retries. The AI stays fully awake while any living player is on the level, the scan runs from planning instead of the behaviour queue, and long walks are no longer cancelled every step. An alert guard still notices others and turns on someone clearly nearer or on whoever hits it, at most once every few seconds. A glimpse while searching is an alert. Notice is capped, and only what it sees now decides its state. The candidate cap counts only those it can perceive. A box that moves at its shoulder or bumps it is noticed. Blasts, fire, gas and stuns with nobody to blame send it and nearby friends searching. Cuffs, syringes, the strip menu and thrown items count as touches. The head mark exists only while the scan runs, so it clears on cuffs, stuns and player control. A player in the body gets no reactions.
…witch, box, blast, cuffs
…nocks, glass, doors, bodies, shouts and radios Guards react to noise as a group. A small noise sends one guard to look, a second at the same spot two, a third everyone; a guard that never comes back is missed. Gunfire, blasts and screams send the nearest few running while sentries hold. Suppressed guns are heard only close by and in the open. Running is heard and walking is not, by tg's own footstep rules, and running no longer makes you easier to see. Guards who see or feel someone shout for help; lookouts carry an earpiece and call it in after three seconds unless they are dropped, jammed or EMPed first. A guard that heard something shows a grey ?. No sound ever gives a guard a target. Adds the Stealth Noise admin verb and a noise view.
…ets, a window, a locked door, carpet and plating
…sing guard, alarms, shouts, radios, and real shots, throws, knocks, falls, emotes and blasts
Guards switch a belt seclite on in the dark and whenever they are on edge; an EMP cuts it out. A body found mid-search is called out, a quick volley from one spot counts as one noise, and sentries keep facing their post.
…the dark, and stop flickering lights Point-blank sight within 2 tiles in the cone is an alert on that look, with a quick look between scans; 3-4 tiles fill three times faster. The close radius behind a guard needs light that isn't its own beam. A guard's own spot is judged without any guard seclites. No missing-friend line over a reported body. An AI-switched light is re-laid as a turn would. Diagonal AI steps cost what a player's do. The test room's east room gets a floor light in the middle.
… drop them, a matte knife backstabs, and their seclites can be looted
Adds the outpost police module skeleton (defines, the police datum with its tick, roster and interior link, shared datums, officer types and brain, the station's map kit types) with every cross-package proc stubbed. Trader outpost crimes now go to the police with a crime kind and the item used; the strike ladder, armed-trespass state and the outpost turrets (38 on the three maps) are removed. Tests that no longer compile are guarded for porting.
…officers The tests that read the strike ladder or the outpost turrets now read the police's warrants, stars and evidence, and an officer's targeting strategy. Crimes that need a witness get an officer to see them. The guards are gone. The police types are left out of the death cash, crowd and combat sense checks that would not fit them.
The wanted alert shows one to five stars (a blinking set while the suspect is unseen or away) at the outpost the person is at, and clears at none. The overmap management bans view lists warrants and bars next to embargoes: lift any row (a prisoner's lift lets them out of the cell), add a warrant at one to five stars. Long names are cut with a mark and the add form shrinks with the window. The bans test is ported to the new rows.
…hem to move along
…hey get up, so their stars can fade
…where The police cutter, its hull, crew, hunt and pardon-by-payment are gone, and the customs patrol's dispatch is back to how it was. A 4+ star embargo now covers only the outpost where it happened, on the same timer with the per-officer extension. Players see security, not police, in names, lines, the wanted alert and the wiki.
…ailbreaker Only a step of the prisoner's own is a jailbreak on them. A shove or a swap charges the one who did it, as a pull already did, and a move nobody is behind charges nobody. The time to walk back waits while the prisoner is down, held, carried or disconnected.
A cell with no prisoner keeps its door open while a body or anyone else is on its floor, and opens again if it was shut on them. A crowbar works on a cell shut on someone it does not hold, with no jailbreak when nobody is held.
A keeper away from the outpost's own floor for a minute (dragged into a hangar or shut in a docked ship) leaves the counter vacant, so a replacement comes as if the keeper had died. An original still off the outpost never takes the counter back from the replacement.
…e forever A wanted person aboard a docked ship, in a hangar or logged off holds the outpost in trouble for three minutes at most, so the cleanup and the new staff still come. On the concourse with a player at the keys they hold it as long as they stay.
A replacement trader steps off the public lift onto a free alcove tile if there is one, else one with nobody standing on it, else any open tile, so a body or someone parked in the alcove no longer keeps the shop shut.
…current crew The warrant reads the offender's crew again whenever it fines them, embargoes their ships, lengthens an embargo or names accomplices. A crew they have left or been kicked from never pays for them; with no crew there is nobody to pay and an unpaid fine is jail, so leaving still dodges nothing.
…r is a crime A trader out cold, tied up or off the counter when the alarm is due raises it the moment it can, instead of never. Trying to cuff a trader is assault on the staff, as grabbing one already was.
… shot Standing in an officer's line of fire is resisting only for someone who can step out of it: not someone stunned, tied up, dragged, carried or logged off.
report_crime() clears the perception's last witness and witness list once it has read them, so an officer or player who saw a crime is never held from deletion by it.
Someone who followed an officer into the staff lift closet, or was left there, can now walk out. Getting in from the concourse still takes an officer's ID.
Someone tied up, stunned or logged off who is dragged or carried through a forced checkpoint door, or shut in a locker pulled through it, is not the one who breached it: whoever moved them is. Goods from a property locker are a theft only for the first person to take them out; handing or planting them on someone else does not put that person on record.
An NPC body a player is or was in is kept as a person's body, not collected with the NPC dead or by the body cap. Anything an NPC body or its bag holds with a person in it (a pAI card, an MMI, a carried pet) is put on the floor before the bag goes down the lift. A player in an officer's body leaves the roster, so no sweep or recall deletes them.
Forget how a returned prisoner last left, so a later shove or swap out is charged to whoever did it.
Since traders became ambient NPCs, the stealth witness rules gave them the townsperson report delay.
A deleted mind stayed in recent_reports until the next report and hard-deleted.
Two punches in front of a beat officer, dispatch, the order, cuffs, search, desk and cell, stepped by hand: fined from the ship, or jailed in the prison jumpsuit with the gear in a locker the prisoner can open; a stabber's knife goes down the evidence chute.
- Bodies at an outpost are the morgue crew's, not the corpse sweep's. - A one-star suspect is a target the force subtree only watches. - Officers wear their own locked headset; used police cuffs cuff nobody; tg's cuffs drop what is held. - A test outpost gets a site for its trader, and a normal day before the killed-slot check. - Diagnostics on assertions that did not say what they saw.
…he storefront, a broken locker lets its occupant out Plus diagnostics on the beat, sleeper and gunfire checks.
# Conflicts: # voidcrew/modules/outpost_police/police_wanted.dm
…t; the stop and sleeper checks stand on public floor Plus diagnostics on the police lift and gunfire checks.
…t minutes The five-minute lookup cooldown started from world.time 0, so no officer found one before minute five.
…ed of staff the recovery sent, the gunfire officer is not held still
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Outpost security
The three trader outposts no longer defend themselves with turrets. Each now has a security squad of real people, and what they do depends on the stars you carry. Traders and checkpoint guards are people too and can be killed, and an outpost that has been shot up cleans itself up afterwards.
Wanted stars
The security squad
Officer looks per outpost (beat, sergeant, officer, tactical, marshal):
Patrol routes on each outpost:
Arrest, fine, jail
The security station on each outpost's lobby side (cells, property lockers, desk, evidence chute):
Lethal response and the embargo
Killable traders and gate guards
The stick-up
Point a gun at a trader behind their counter and they hand over the till, or one cheap item if it is empty. They raise the alarm when you leave their sight or half a minute later. Armed robbery is two stars. If you are caught the gun is destroyed and the takings go back.
The gate emag
An emag on the checkpoint's wall scanner takes the gate down for a few minutes: nobody is scanned and both doors open for anyone. Anyone who sees it reports you. With the guard dead and nobody watching, nobody reports it. The same scanner cannot be emagged again for a while.
Morgue crews and janitors
The new morgue and janitor closet, before and after:
A morgue worker:
Removed
The checkpoint, the hazard protection and the sanctuary doors stay. Player outposts and the prison wing are untouched.
Branch
Based on #512 (
feature/hyperviolence-mega). It includes the stealth branch, which the officers' patrols and witness checks use.Testing
Compiled with no errors, and the new unit tests pass; the suites that also fail on the base branch still fail the same way. Not playtested.