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Bubberstation/code/game/objects/structures
Jacquerel 4aef8a4cd5 Limit theft/destroy secondary objectives to items which at least one person cares about (#73731)
## About The Pull Request

This PR adds a new field `item_owner` to `datum/objective_item` and
populates it for most objective items.
The function of this field is that the objective will fail to generate
if there isn't at least one player in the game with one of those roles.
This limits theft objectives to targets which are likely to be carried
around, missed if they become absent, or at least vaguely have someone
standing close to.
This has only been applied toprogression traitor secondary objectives. 

While doing this I also culled a number of deprecated or tedious
objectives which we didn't use any more, such as every "steal a stack of
x" objective. And the plasma tank one. And the slime core one.
I also deleted any which nobody would miss, chiefly "an empty AI card".
There's plenty of those things and if one vanished nobody would notice
let alone be inconvenienced.
If anyone ever wants to bring them back for soul reasons it will be
retained in the commit history, that's what git is for.

The list is actually not particularly long now, so if people have good
ideas for more things to add to expand it again... well they could have
done that any time in the past 10 years but they can still do it now as
long as it isn't to fill it back up with things nobody will miss if they
are gone.
For myself, I added the robotics lab mech crowbar to the list as it
fulfils most of the criteria of "fire axe" but with the benefit of there
only being one on most maps.

I also removed the `difficulty` var which was undocumented, not set for
most objectives (all "low risk" objectives had a default difficulty of
`9001`), and unused.

Also I think this is my 100th PR so you have to be nice to me.

## Why It's Good For The Game

Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person

Many current progression traitor objectives do not meet all (and some
perhaps not even any) of the above criteria and I am planning on making
a series of changes in order to address this. Expect to see this
paragraph copied/pasted into some other PRs probably.

This one is the simplest: Stealing an item from someone who literally
isn't in the game does not antagonise anyone. So we won't ask anyone to
do it.

## Changelog

🆑
balance: Traitor secondary objectives to steal or destroy an item are
now associated with a particular "owner" or "victim" and won't generate
themselves if nobody would actually be victimised by the crime.
add: Traitors can sometimes be tasked with stealing and destroying the
roboticist's big crowbar, if there is one
/🆑
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