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https://github.com/KabKebab/GS13.git
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Some final cleanup of the hunter stuff. Purged because it wasn't used.
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@@ -1,229 +0,0 @@
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/*
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#define HUNTER_SCAN_MIN_DISTANCE 8
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#define HUNTER_SCAN_MAX_DISTANCE 35
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#define HUNTER_SCAN_PING_TIME 20 //5s update time.
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/datum/antagonist/vamphunter
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name = "Hunter"
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roundend_category = "hunters"
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antagpanel_category = "Monster Hunter"
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job_rank = ROLE_MONSTERHUNTER
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var/list/datum/action/powers = list()// Purchased powers
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var/list/datum/objective/objectives_given = list() // For removal if needed.
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var/datum/martial_art/my_kungfu // Hunters know a lil kung fu.
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var/bad_dude = FALSE // Every first hunter spawned is a SHIT LORD.
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/datum/antagonist/vamphunter/on_gain()
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SSticker.mode.vamphunters |= owner // Add if not already in here (and you might be, if you were picked at round start)
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// Hunter Pinpointer
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//owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
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// Give Hunter Power
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var/datum/action/P = new /datum/action/bloodsucker/trackvamp
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P.Grant(owner.current)
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// Give Hunter Martial Arts
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//if (rand(1,3) == 1)
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// var/datum/martial_art/pick_type = pick (/datum/martial_art/cqc, /datum/martial_art/krav_maga, /datum/martial_art/cqc, /datum/martial_art/krav_maga, /datum/martial_art/wrestling) // /datum/martial_art/boxing <--- doesn't include grabbing, so don't use!
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// my_kungfu = new pick_type //pick (/datum/martial_art/boxing, /datum/martial_art/cqc) // ick_type
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// my_kungfu.teach(owner.current, 0)
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// Give Hunter Objective
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var/datum/objective/bloodsucker/monsterhunter/monsterhunter_objective = new
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monsterhunter_objective.owner = owner
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monsterhunter_objective.generate_objective()
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objectives += monsterhunter_objective
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objectives_given += monsterhunter_objective
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// Badguy Hunter? (Give him BADGUY objectives)
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if (bad_dude)
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// Stolen DIRECTLY from datum_traitor.dm
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if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
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var/datum/objective/download/download_objective = new
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download_objective.owner = owner
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download_objective.gen_amount_goal()
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objectives += download_objective
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objectives_given += download_objective
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else
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = owner
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steal_objective.find_target()
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objectives += steal_objective
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objectives_given += steal_objective
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. = ..()
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/datum/antagonist/vamphunter/on_removal()
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SSticker.mode.vamphunters -= owner // Add if not already in here (and you might be, if you were picked at round start)
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// Master Pinpointer
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//owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
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// Take Hunter Power
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if (owner.current)
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for (var/datum/action/bloodsucker/P in owner.current.actions)
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P.Remove(owner.current)
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// Take Hunter Martial Arts
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//my_kungfu.remove(owner.current)
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// Remove Hunter Objectives
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for(var/O in objectives_given)
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objectives -= O
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qdel(O)
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objectives_given = list()
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. = ..()
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/datum/antagonist/vamphunter/greet()
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var/vamp_hunter_greet = "<span class='userdanger'>You are a fearless Monster Hunter!</span>"
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vamp_hunter_greet += "<span class='boldannounce'>You know there's one or more filthy creature onboard the station, though their identities elude you.<span>"
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vamp_hunter_greet += "<span class='boldannounce'>It's your job to root them out, destroy their nests, and save the crew.<span>"
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vamp_hunter_greet += "<span class='boldannounce'>Use <b>WHATEVER MEANS NECESSARY</b> to find these creatures...no matter who gets hurt or what you have to destroy to do it.</span>"
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vamp_hunter_greet += "There are greater stakes at hand than the safety of the station!<span>"
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vamp_hunter_greet += "<span class='boldannounce'>However, security may detain you if they discover your mission...<span>"
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antag_memory += "You remember your training:<br>"
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antag_memory += " -Bloodsuckers are weak to fire, or a stake to the heart. Removing their head or heart will also destroy them permanently.<br>"
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antag_memory += " -Wooden stakes can be made from planks, and hardened by a welding tool. Your recipes list has ways of making them even stronger.<br>"
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antag_memory += " -Changelings return to life unless their body is destroyed. Not even decapitation can stop them for long.<br>"
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antag_memory += " -Cultists are weak to the Chaplain's holy water.<br>"
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antag_memory += " -Wizards are notoriously hard to outmatch. Rob or steal whatever weapons you need to destroy them, and shoot before asking questions.<br><br>"
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if (my_kungfu != null)
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vamp_hunter_greet += "<span class='announce'>Hunter Tip: Use your [my_kungfu.name] techniques to give you an advantage over the enemy.</span><br>"
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antag_memory += "You remember your training: You are skilled in the [my_kungfu.name] style of combat.<br>"
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to_chat(owner, vamp_hunter_greet)
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/datum/antagonist/vamphunter/farewell()
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to_chat(owner, "<span class='userdanger'>Your hunt has ended: you are no longer a monster hunter!</span>")
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// TAKEN FROM: /datum/action/changeling/pheromone_receptors // pheromone_receptors.dm for a version of tracking that Changelings have!
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/datum/status_effect/agent_pinpointer/hunter_edition
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alert_type = /obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
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minimum_range = HUNTER_SCAN_MIN_DISTANCE
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tick_interval = HUNTER_SCAN_PING_TIME
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duration = 160 // Lasts 10s
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range_fuzz_factor = 5//PINPOINTER_EXTRA_RANDOM_RANGE
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/obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
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name = "Monster Tracking"
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desc = "You always know where the hellspawn are."
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/datum/status_effect/agent_pinpointer/hunter_edition/on_creation(mob/living/new_owner, ...)
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..()
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// Pick target
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var/turf/my_loc = get_turf(owner)
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var/list/mob/living/carbon/vamps = list()
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for(var/datum/mind/M in SSticker.mode.bloodsuckers)
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if (!M.current || M.current == owner || !get_turf(M.current) || !get_turf(new_owner))
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continue
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var/datum/antagonist/bloodsucker/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(!istype(antag_datum))
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continue
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var/their_loc = get_turf(M.current)
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var/distance = get_dist_euclidian(my_loc, their_loc)
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if (distance < HUNTER_SCAN_MAX_DISTANCE)
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vamps[M.current] = (HUNTER_SCAN_MAX_DISTANCE ** 2) - (distance ** 2)
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// Found one!
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if(vamps.len)
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scan_target = pickweight(vamps) //Point at a 'random' vamp, biasing heavily towards closer ones.
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to_chat(owner, "<span class='warning'>You detect signs of monsters to the <b>[dir2text(get_dir(my_loc,get_turf(scan_target)))]!</b></span>")
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// Will yield a "?"
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else
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to_chat(owner, "<span class='notice'>There are no monsters nearby.</span>")
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// Force Point-To Immediately
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point_to_target()
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/datum/status_effect/agent_pinpointer/hunter_edition/scan_for_target()
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// Lose target? Done. Otherwise, scan for target's current position.
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if (!scan_target && owner)
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owner.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
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// NOTE: Do NOT run ..(), or else we'll remove our target.
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/datum/status_effect/agent_pinpointer/hunter_edition/Destroy()
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if (scan_target)
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to_chat(owner, "<span class='notice'>You've lost the trail.</span>")
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..()
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*/
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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/datum/action/bloodsucker/trackvamp/
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name = "Track Monster"//"Cellular Emporium"
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desc = "Take a moment to look for clues of any nearby monsters.<br>These creatures are slippery, and often look like the crew."
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button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
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background_icon_state = "vamp_power_off" //And this is the state for the background icon
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icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
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button_icon_state = "power_hunter" //And this is the state for the action icon
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amToggle = FALSE // Action-Related
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cooldown = 300 // 10 ticks, 1 second.
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bloodcost = 0
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/datum/action/bloodsucker/trackvamp/ActivatePower()
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var/mob/living/user = owner
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to_chat(user, "<span class='notice'>You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order.</span>")
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if (!do_mob(user,owner,80))
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return
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// Add Power
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// REMOVED //user.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
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// We don't track direction anymore!
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// Return text indicating direction
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display_proximity()
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// NOTE: DON'T DEACTIVATE!
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//DeactivatePower()
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/datum/action/bloodsucker/trackvamp/proc/display_proximity()
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// Pick target
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var/turf/my_loc = get_turf(owner)
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//var/list/mob/living/carbon/vamps = list()
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var/best_dist = 9999
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var/mob/living/best_vamp
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// Track ALL MONSTERS in Game Mode
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var/list/datum/mind/monsters = list()
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monsters += SSticker.mode.bloodsuckers
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monsters += SSticker.mode.devils
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//monsters += SSticker.mode.cult
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monsters += SSticker.mode.wizards
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monsters += SSticker.mode.apprentices
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monsters += SSticker.mode.servants_of_ratvar
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//monsters += SSticker.mode.changelings Disabled anyways
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//
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for(var/datum/mind/M in monsters)
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if (!M.current || M.current == owner)// || !get_turf(M.current) || !get_turf(owner))
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continue
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for(var/a in M.antag_datums)
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var/datum/antagonist/antag_datum = a // var/datum/antagonist/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(!istype(antag_datum) || antag_datum.AmFinalDeath())
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continue
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var/their_loc = get_turf(M.current)
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var/distance = get_dist_euclidian(my_loc, their_loc)
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// Found One: Closer than previous/max distance
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if (distance < best_dist && distance <= HUNTER_SCAN_MAX_DISTANCE)
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best_dist = distance
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best_vamp = M.current
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break // Stop searching through my antag datums and go to the next guy
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// Found one!
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if(best_vamp)
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var/distString = best_dist <= HUNTER_SCAN_MAX_DISTANCE / 2 ? "<b>somewhere closeby!</b>" : "somewhere in the distance."
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//to_chat(owner, "<span class='warning'>You detect signs of Bloodsuckers to the <b>[dir2text(get_dir(my_loc,get_turf(targetVamp)))]!</b></span>")
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to_chat(owner, "<span class='warning'>You detect signs of monsters [distString]</span>")
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// Will yield a "?"
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else
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to_chat(owner, "<span class='notice'>There are no monsters nearby.</span>")
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// From martial.dm
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/*
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/datum/martial_art/hunter
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name = "Hunter-Fu"
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id = "MARTIALART_HUNTER" //ID, used by mind/has_martialart
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//streak = ""
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//max_streak_length = 6
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//current_target
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//datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
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//deflection_chance = 0 //Chance to deflect projectiles
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//reroute_deflection = FALSE //Delete the bullet, or actually deflect it in some direction?
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//block_chance = 0 //Chance to block melee attacks using items while on throw mode.
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//restraining = 0 //used in cqc's disarm_act to check if the disarmed is being restrained and so whether they should be put in a chokehold or not
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//help_verb
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//no_guns = FALSE
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//allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
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/datum/martial_art/hunter/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return FALSE
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/datum/martial_art/hunter/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return FALSE
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/datum/martial_art/hunter/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return FALSE
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/datum/martial_art/hunter/can_use(mob/living/carbon/human/H)
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return TRUE
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/datum/martial_art/hunter/add_to_streak(element,mob/living/carbon/human/D)
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if(D != current_target)
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current_target = D
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streak = ""
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restraining = 0
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streak = streak+element
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if(length_char(streak) > max_streak_length)
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streak = streak[1]
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return
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/datum/martial_art/hunter/basic_hit(mob/living/carbon/human/A,mob/living/carbon/human/D)
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var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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*/
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*/
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