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## 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 /🆑
228 lines
7.5 KiB
Plaintext
228 lines
7.5 KiB
Plaintext
///Bounties that require you to perform documentation and inspection of your department to send to centcom.
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/datum/bounty/patrol
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name = "Patrol Station"
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description = "Perform a routine patrol of %AREA_NAME%. \
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You must travel at least %AREA_COVERAGE% meters within the area. \
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Your ID card will update you as you progress."
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reward = CARGO_CRATE_VALUE * 5
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allow_duplicate = TRUE
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/// Ref to the component applied to the ID card to track movement.
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VAR_PRIVATE/datum/tracker
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/// Typepath of what area we want patrolled.
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VAR_FINAL/area/demanded_area
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/// How much area coverage is needed to complete the patrol.
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VAR_FINAL/needed_coverage = -1
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/// List of turf IDs that have been walked on during the patrol.
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VAR_FINAL/list/walked_turfs
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/// Number 0-5 tracking which progress alerts have been sent.
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VAR_FINAL/alerted = 0
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/datum/bounty/patrol/New()
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demanded_area = pick(get_patrol_area_types() & GLOB.areas_by_type)
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var/total_coverage = 0
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for(var/turf/open/floor/walkable in GLOB.areas_by_type[demanded_area].get_turfs_from_all_zlevels())
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total_coverage += 1
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needed_coverage = round(total_coverage * rand(4, 8) * 0.1, 1)
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name += ": [initial(demanded_area.name)]"
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description = replacetext(description, "%AREA_NAME%", initial(demanded_area.name))
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description = replacetext(description, "%AREA_COVERAGE%", needed_coverage)
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// scale the reward based on how big the area is, so you don't feel like you're wasting time
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// central primary hallway can have somewhere in the ballpark of 500 turfs
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// but something like the bar only sits around 100-200
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reward *= (needed_coverage / 100)
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/datum/bounty/patrol/can_get()
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// only give out bounties worth completing.
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return needed_coverage >= 20
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/datum/bounty/patrol/proc/get_patrol_area_types()
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return typecacheof(list(
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/area/station/commons,
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/area/station/hallway,
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/area/station/maintenance,
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/area/station/security/checkpoint,
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/area/station/security/prison,
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/area/station/service,
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))
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/datum/bounty/patrol/proc/get_progress()
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var/progress = 0
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for(var/turf_id, count in walked_turfs)
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progress += count
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return progress
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/datum/bounty/patrol/print_required()
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return "[get_progress()]/[needed_coverage] meters"
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/datum/bounty/patrol/can_claim()
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return get_progress() >= needed_coverage
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/datum/bounty/patrol/on_selected(obj/item/card/id/id_card)
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start_tracking(id_card)
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/datum/bounty/patrol/proc/start_tracking(obj/item/card/id/id_card)
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tracker = AddComponent(/datum/component/connect_containers, id_card, list(COMSIG_MOVABLE_MOVED = PROC_REF(on_card_moved)))
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RegisterSignal(id_card, COMSIG_MOVABLE_MOVED, PROC_REF(on_card_moved))
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/datum/bounty/patrol/on_reset(obj/item/card/id/id_card)
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stop_tracking(id_card)
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/datum/bounty/patrol/proc/stop_tracking(obj/item/card/id/id_card)
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QDEL_NULL(tracker)
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UnregisterSignal(id_card, COMSIG_MOVABLE_MOVED)
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/datum/bounty/patrol/proc/on_card_moved(atom/movable/moving, atom/old_loc, ...)
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SIGNAL_HANDLER
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var/turf/new_turf = get_turf(moving)
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if(!isfloorturf(new_turf) || new_turf == get_turf(old_loc) || new_turf.loc.type != demanded_area)
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return
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var/turf_id = "[new_turf.x],[new_turf.y],[new_turf.z]"
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// you can retread the same tiles, but only up to three times.
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// prevents cheese (walking between the same two tiles over and over),
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// but still allows smaller rooms to be completable without being frustrating.
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if(LAZYACCESS(walked_turfs, turf_id) >= 3)
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return
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var/obj/item/card/id/id_card
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if(isliving(moving))
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var/mob/living/living_mover = moving
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id_card = living_mover.get_idcard()
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else if(isidcard(moving))
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id_card = moving
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if(isnull(id_card))
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id_card = locate() in moving.get_all_contents()
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if(id_card?.registered_account?.civilian_bounty != src)
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return
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LAZYADDASSOC(walked_turfs, turf_id, 1)
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var/progress = get_progress()
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if(alerted == 0)
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alerted = 1
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id_card.registered_account.bank_card_talk("Patrol started. \
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Travel [needed_coverage] meters in the area to complete your patrol.", force = TRUE)
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return
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var/progress_percent = progress / needed_coverage
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if(progress_percent >= 0.25 && alerted < 2)
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alerted = 2
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id_card.registered_account.bank_card_talk("Patrol 25% complete.", force = TRUE)
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return
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if(progress_percent >= 0.5 && alerted < 3)
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alerted = 3
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id_card.registered_account.bank_card_talk("Patrol 50% complete.", force = TRUE)
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return
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if(progress_percent >= 0.75 && alerted < 4)
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alerted = 4
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id_card.registered_account.bank_card_talk("Patrol 75% complete.", force = TRUE)
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return
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if(progress >= needed_coverage && alerted < 5)
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alerted = 5
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id_card.registered_account.bank_card_talk("Patrol complete. \
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Return to the bounty terminal to claim your reward.", force = TRUE)
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stop_tracking(id_card) // don't need this anymore
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return
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/datum/bounty/patrol/supply
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name = "Patrol Cargo"
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allow_duplicate = FALSE
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/datum/bounty/patrol/supply/get_patrol_area_types()
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return typecacheof(list(
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/area/station/cargo/breakroom,
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/area/station/cargo/lobby,
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/area/station/cargo/lower,
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/area/station/cargo/mining_breakroom,
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/area/station/cargo/miningdock,
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/area/station/cargo/miningfoundry,
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/area/station/cargo/miningoffice,
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/area/station/cargo/office,
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/area/station/cargo/sorting,
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/area/station/cargo/storage,
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/area/station/cargo/warehouse,
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/area/station/maintenance/department/cargo,
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)) + list(
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/area/station/cargo, // base cargo type as well
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/area/mine/lounge, // and public mining on lavaland
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)
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/datum/bounty/patrol/medical
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name = "Patrol Medical"
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allow_duplicate = FALSE
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/datum/bounty/patrol/medical/get_patrol_area_types()
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return typecacheof(list(
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/area/station/maintenance/department/medical,
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/area/station/medical/abandoned,
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/area/station/medical/break_room,
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/area/station/medical/cryo,
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/area/station/medical/exam_room,
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/area/station/medical/lower,
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/area/station/medical/medbay,
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/area/station/medical/morgue,
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/area/station/medical/office,
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/area/station/medical/storage,
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/area/station/medical/surgery,
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/area/station/medical/treatment_center,
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)) + list(
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/area/station/medical, // base medical type as well
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)
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/datum/bounty/patrol/science
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name = "Patrol Science"
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allow_duplicate = FALSE
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/datum/bounty/patrol/science/get_patrol_area_types()
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return typecacheof(list(
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/area/station/science/auxlab,
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/area/station/science/breakroom,
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/area/station/science/explab,
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/area/station/science/lab,
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/area/station/science/lobby,
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/area/station/science/lower,
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/area/station/science/research,
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/area/station/science/research/abandoned,
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)) + list(
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/area/station/science, // base science type as well
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/area/station/maintenance/department/science, // and only base sci maint - not xenobio maint
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)
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/datum/bounty/patrol/engineering
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name = "Patrol Engineering"
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allow_duplicate = FALSE
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/datum/bounty/patrol/engineering/get_patrol_area_types()
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return typecacheof(list(
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/area/station/engineering/break_room,
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/area/station/engineering/lobby,
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/area/station/engineering/main,
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/area/station/engineering/storage,
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/area/station/engineering/storage_shared,
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/area/station/maintenance/department/engine,
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/area/station/maintenance/department/electrical,
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)) + list(
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/area/station/engineering, // plus base engineering
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/area/station/engineering/atmos, // and base atmospherics
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)
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/datum/bounty/item/contraband
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name = "Confiscated Contraband"
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description = "The Syndicate is constantly acting to subvert crewmates of Nanotrasen-affiliated stations. Ship us your latest batch of confiscated contraband."
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reward = CARGO_CRATE_VALUE * 4
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required_count = 5
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wanted_types = list(/obj/item = TRUE)
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/datum/bounty/item/contraband/applies_to(obj/O)
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return HAS_TRAIT(O, TRAIT_CONTRABAND)
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