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b804e1df79
## 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 /🆑
87 lines
3.8 KiB
Plaintext
87 lines
3.8 KiB
Plaintext
///Everything within this file is an edited form from this file, stripping it of some various components because they are not needed for the PDA app: code/game/machinery/civilian_bounties.dm
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///Percentage of a civilian bounty the civilian will make.
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#define CIV_BOUNTY_SPLIT 30
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/datum/computer_file/program/civilianbounties
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filename = "bountyapp"
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filedesc = "Civilian Bounties"
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downloader_category = PROGRAM_CATEGORY_SUPPLY
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program_open_overlay = "request"
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extended_desc = "Nanotrasen Civilian Bounty Requisition Network interface for displaying wanted items."
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program_flags = PROGRAM_ON_NTNET_STORE | PROGRAM_REQUIRES_NTNET
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can_run_on_flags = PROGRAM_LAPTOP | PROGRAM_PDA
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size = 5
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tgui_id = "NtosCivCargoHoldTerminal"
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program_icon = FA_ICON_BOXES_STACKED
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var/status_report = "Ready for delivery."
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var/points = 0
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/datum/computer_file/program/civilianbounties/ui_data(mob/user)
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var/list/data = list()
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data["points"] = points
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data["status_report"] = status_report
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data["id_inserted"] = computer.stored_id
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if(computer.stored_id?.registered_account)
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if(computer.stored_id.registered_account.civilian_bounty)
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data["id_bounty_info"] = computer.stored_id.registered_account.civilian_bounty.description
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data["id_bounty_num"] = computer.stored_id.registered_account.bounty_num()
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data["id_bounty_value"] = (computer.stored_id.registered_account.civilian_bounty.get_bounty_reward()) * (CIV_BOUNTY_SPLIT / 100)
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if(computer.stored_id.registered_account.bounties)
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data["picking"] = TRUE
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data["id_bounty_names"] = list()
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data["id_bounty_infos"] = list()
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data["id_bounty_values"] = list()
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for(var/datum/bounty/bounty as anything in computer.stored_id.registered_account.bounties)
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data["id_bounty_names"] += bounty.name
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data["id_bounty_infos"] += bounty.description
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data["id_bounty_values"] += bounty.get_bounty_reward() * (CIV_BOUNTY_SPLIT / 100)
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else
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data["picking"] = FALSE
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return data
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/datum/computer_file/program/civilianbounties/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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var/mob/user = ui.user
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switch(action)
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if("pick")
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pick_bounty(params["value"])
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if("bounty")
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add_bounties(user, 0)
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///Here is where cargo bounties are added to the player's bank accounts, then adjusted and scaled into a civilian bounty.
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/datum/computer_file/program/civilianbounties/proc/add_bounties(mob/user, cooldown_reduction = 0)
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var/datum/bank_account/id_account = computer.stored_id?.registered_account
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if(!id_account)
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return
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if((id_account.civilian_bounty || id_account.bounties) && !COOLDOWN_FINISHED(id_account, bounty_timer))
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var/time_left = DisplayTimeText(COOLDOWN_TIMELEFT(id_account, bounty_timer), round_seconds_to = 1)
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computer.balloon_alert(user, "try again in [time_left]!")
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return FALSE
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if(!computer.stored_id.trim)
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computer.say("Requesting ID card has no job assignment registered!")
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return FALSE
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var/list/datum/bounty/crumbs = computer.stored_id.trim.generate_bounty_list()
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COOLDOWN_START(id_account, bounty_timer, (5 MINUTES) - cooldown_reduction)
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id_account.bounties = crumbs
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/**
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* Proc that assigned a civilian bounty to an ID card, from the list of potential bounties that that bank account currently has available.
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* Available choices are assigned during add_bounties, and one is locked in here.
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*
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* @param choice The index of the bounty in the list of bounties that the player can choose from.
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*/
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/datum/computer_file/program/civilianbounties/proc/pick_bounty(datum/bounty/choice)
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var/datum/bank_account/id_account = computer.stored_id?.registered_account
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if(!id_account?.bounties?[choice])
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playsound(computer.loc, 'sound/machines/synth/synth_no.ogg', 40 , TRUE)
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return
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id_account.set_bounty(id_account.bounties[choice], computer.stored_id)
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SSblackbox.record_feedback("tally", "bounties_assigned", 1, id_account.civilian_bounty.type)
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return id_account.civilian_bounty
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#undef CIV_BOUNTY_SPLIT
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