Revamps security bounties (#94545)

## About The Pull Request

<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>

<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>

- N-spect scanners can no longer print reports

- Clown N-spect scanners have been removed as printing reports was their
primary function

- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.

- Patrol bounties have been reworked. 
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
   - Your ID card will update you as you progress the bounty. 
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.

- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.

- There's now setters for bounties and bank accounts. 

- Fix Bountious Bounty trait by having a `get_reward`

## Why It's Good For The Game

Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.

On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.

The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)

## Changelog

🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
This commit is contained in:
MrMelbert
2026-01-11 13:20:11 -06:00
committed by GitHub
parent 9f4bd535c3
commit b804e1df79
22 changed files with 446 additions and 592 deletions
@@ -26,18 +26,17 @@
if(computer.stored_id.registered_account.civilian_bounty)
data["id_bounty_info"] = computer.stored_id.registered_account.civilian_bounty.description
data["id_bounty_num"] = computer.stored_id.registered_account.bounty_num()
data["id_bounty_value"] = (computer.stored_id.registered_account.civilian_bounty.reward) * (CIV_BOUNTY_SPLIT/100)
data["id_bounty_value"] = (computer.stored_id.registered_account.civilian_bounty.get_bounty_reward()) * (CIV_BOUNTY_SPLIT / 100)
if(computer.stored_id.registered_account.bounties)
data["picking"] = TRUE
data["id_bounty_names"] = list(computer.stored_id.registered_account.bounties[1].name,
computer.stored_id.registered_account.bounties[2].name,
computer.stored_id.registered_account.bounties[3].name)
data["id_bounty_infos"] = list(computer.stored_id.registered_account.bounties[1].description,
computer.stored_id.registered_account.bounties[2].description,
computer.stored_id.registered_account.bounties[3].description)
data["id_bounty_values"] = list(computer.stored_id.registered_account.bounties[1].reward * (CIV_BOUNTY_SPLIT/100),
computer.stored_id.registered_account.bounties[2].reward * (CIV_BOUNTY_SPLIT/100),
computer.stored_id.registered_account.bounties[3].reward * (CIV_BOUNTY_SPLIT/100))
data["id_bounty_names"] = list()
data["id_bounty_infos"] = list()
data["id_bounty_values"] = list()
for(var/datum/bounty/bounty as anything in computer.stored_id.registered_account.bounties)
data["id_bounty_names"] += bounty.name
data["id_bounty_infos"] += bounty.description
data["id_bounty_values"] += bounty.get_bounty_reward() * (CIV_BOUNTY_SPLIT / 100)
else
data["picking"] = FALSE
@@ -61,11 +60,11 @@
var/time_left = DisplayTimeText(COOLDOWN_TIMELEFT(id_account, bounty_timer), round_seconds_to = 1)
computer.balloon_alert(user, "try again in [time_left]!")
return FALSE
if(!id_account.account_job)
if(!computer.stored_id.trim)
computer.say("Requesting ID card has no job assignment registered!")
return FALSE
var/list/datum/bounty/crumbs = generate_bounty_list(id_account.account_job.bounty_types)
var/list/datum/bounty/crumbs = computer.stored_id.trim.generate_bounty_list()
COOLDOWN_START(id_account, bounty_timer, (5 MINUTES) - cooldown_reduction)
id_account.bounties = crumbs
@@ -80,31 +79,8 @@
if(!id_account?.bounties?[choice])
playsound(computer.loc, 'sound/machines/synth/synth_no.ogg', 40 , TRUE)
return
id_account.civilian_bounty = id_account.bounties[choice]
id_account.bounties = null
id_account.set_bounty(id_account.bounties[choice], computer.stored_id)
SSblackbox.record_feedback("tally", "bounties_assigned", 1, id_account.civilian_bounty.type)
return id_account.civilian_bounty
/**
* Generates a list of bounties for use with the civilian bounty pad, this is virtually identical to the stuff contained within: code/game/machinery/civilian_bounties.dm
* @param bounty_types the define taken from a job for selection of a random_bounty() proc.
* @param bounty_rolls the number of bounties to be selected from.
* @param assistant_failsafe Do we guarentee one assistant bounty per generated list? Used for non-assistant jobs to give an easier alternative to that job's default bounties.
*/
/datum/computer_file/program/civilianbounties/proc/generate_bounty_list(bounty_types, bounty_rolls = 3, assistant_failsafe = TRUE)
var/list/rolling_list = list()
if(assistant_failsafe)
rolling_list += random_bounty(CIV_JOB_BASIC)
while(bounty_rolls > 1)
var/datum/bounty/potential_bounty = random_bounty(bounty_types)
var/repeats_bool = FALSE
for(var/datum/iterator in rolling_list)
if(iterator.type == potential_bounty.type)
repeats_bool = TRUE
if(repeats_bool)
continue
rolling_list += potential_bounty
bounty_rolls -= 1
return rolling_list
#undef CIV_BOUNTY_SPLIT