Files
Bubberstation/code/modules/research/techweb/nodes/syndicate_nodes.dm
ArcaneMusic 43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00

50 lines
1.9 KiB
Plaintext

/datum/techweb_node/syndicate_basic
id = TECHWEB_NODE_SYNDICATE_BASIC
display_name = "Illegal Technology"
description = "Dangerous research used to create dangerous objects."
prereq_ids = list(TECHWEB_NODE_EXP_TOOLS, TECHWEB_NODE_EXOTIC_AMMO)
design_ids = list(
"advanced_camera",
"ai_cam_upgrade",
"borg_syndicate_module",
"donksoft_refill",
"donksofttoyvendor",
"largecrossbow",
"mag_autorifle",
"mag_autorifle_ap",
"mag_autorifle_ic",
"rapidsyringe",
"suppressor",
"super_pointy_tape",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_5_POINTS)
hidden = TRUE
/datum/techweb_node/syndicate_basic/New() //Crappy way of making syndicate gear decon supported until there's another way.
. = ..()
if(!SSearly_assets.initialized)
RegisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(register_uplink_items))
else
register_uplink_items()
/datum/techweb_node/syndicate_basic/proc/register_uplink_items()
SIGNAL_HANDLER
UnregisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE)
required_items_to_unlock = list()
for(var/datum/uplink_item/item_path as anything in SStraitor.uplink_items_by_type)
var/datum/uplink_item/item = SStraitor.uplink_items_by_type[item_path]
if(!item.item || !(item.uplink_item_flags & SYNDIE_ILLEGAL_TECH))
continue
required_items_to_unlock |= item.item //allows deconning to unlock.
/datum/techweb_node/unregulated_bluespace
id = TECHWEB_NODE_UNREGULATED_BLUESPACE
display_name = "Unregulated Bluespace Research"
description = "Bluespace technology using unstable or unbalanced procedures, prone to damaging the fabric of bluespace. Outlawed by galactic conventions."
prereq_ids = list(TECHWEB_NODE_PARTS_BLUESPACE, TECHWEB_NODE_SYNDICATE_BASIC)
design_ids = list(
"desynchronizer",
"beamrifle",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_1_POINTS)