From 964c1e20255c2717c0c7501d08d086a7c11d2d12 Mon Sep 17 00:00:00 2001 From: Aeris Bennet <156572979+vgcataeris@users.noreply.github.com> Date: Tue, 16 Jan 2024 18:31:40 +0000 Subject: [PATCH] Removing hunter code. It's unused. --- .../game/gamemodes/bloodsucker/bloodsucker.dm | 29 ------------- code/game/gamemodes/bloodsucker/hunter.dm | 42 ------------------- 2 files changed, 71 deletions(-) delete mode 100644 code/game/gamemodes/bloodsucker/hunter.dm diff --git a/code/game/gamemodes/bloodsucker/bloodsucker.dm b/code/game/gamemodes/bloodsucker/bloodsucker.dm index bcc45fec..7b20d45f 100644 --- a/code/game/gamemodes/bloodsucker/bloodsucker.dm +++ b/code/game/gamemodes/bloodsucker/bloodsucker.dm @@ -2,7 +2,6 @@ /datum/game_mode var/list/datum/mind/bloodsuckers = list() // List of minds belonging to this game mode. var/list/datum/mind/vassals = list() // List of minds that have been turned into Vassals. - //var/list/datum/mind/vamphunters = list() // List of minds hunting vampires. Disabled at the moment var/obj/effect/sunlight/bloodsucker_sunlight // Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker. // LISTS // @@ -52,15 +51,11 @@ if (!antag_candidates.len) break var/datum/mind/bloodsucker = pick(antag_candidates) - // Can we even BE a bloodsucker? - //if (can_make_bloodsucker(bloodsucker, display_warning=FALSE)) bloodsuckers += bloodsucker bloodsucker.restricted_roles = restricted_jobs log_game("[bloodsucker.key] (ckey) has been selected as a Bloodsucker.") antag_candidates.Remove(bloodsucker) // Apparently you can also write antag_candidates -= bloodsucker - // Assign Hunters (as many as monsters, plus one) - //assign_monster_hunters(bloodsuckers.len, TRUE, bloodsuckers) // Disabled for now // Do we have enough vamps to continue? return bloodsuckers.len >= required_enemies @@ -77,10 +72,6 @@ // spawn() --> Run block of code but game continues on past it. // sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved. - //Clean Bloodsucker Species (racist?) - //clean_invalid_species(bloodsucker) - // TO-DO !!! - // Add Bloodsucker Antag Datum (or remove from list on Fail) if (!make_bloodsucker(bloodsucker)) bloodsuckers -= bloodsucker @@ -124,8 +115,6 @@ /datum/game_mode/proc/can_make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator, display_warning=TRUE) // Creator is just here so we can display fail messages to whoever is turning us. // No Mind if(!bloodsucker || !bloodsucker.key) // KEY is client login? - //if(creator) // REMOVED. You wouldn't see their name if there is no mind, so why say anything? - // to_chat(creator, "[bloodsucker] isn't self-aware enough to be raised as a Bloodsucker!") return FALSE // Current body is invalid if(!ishuman(bloodsucker.current))// && !ismonkey(bloodsucker.current)) @@ -215,21 +204,6 @@ return FALSE if (target.stat > UNCONSCIOUS) return FALSE - // Check Overdose: Am I even addicted to blood? Do I even have any in me? - //if (!target.reagents.addiction_list || !target.reagents.reagent_list) - //message_admins("DEBUG2: can_make_vassal() Abort: No reagents") - // return 0 - // Check Overdose: Did my current volume go over the Overdose threshold? - //var/am_addicted = 0 - //for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list. - //message_admins("DEBUG3: can_make_vassal() Found Blood! [blood] [blood.overdose]") - //if (blood.overdosed) - // am_addicted = 1 // Blood is present in addiction? That's all we need. - // break - - //if (!am_addicted) - //message_admins("DEBUG4: can_make_vassal() Abort: No Blood") - // return 0 // No Mind! if (!target.mind || !target.mind.key) if (display_warning) @@ -267,10 +241,7 @@ // Does even ONE antag appear in this mind that isn't in the list? Then FAIL! for(var/datum/antagonist/antag_datum in M.antag_datums) if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above. - //message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]") return TRUE - //message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])") - // WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too. return FALSE /datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator) diff --git a/code/game/gamemodes/bloodsucker/hunter.dm b/code/game/gamemodes/bloodsucker/hunter.dm deleted file mode 100644 index bb87b0af..00000000 --- a/code/game/gamemodes/bloodsucker/hunter.dm +++ /dev/null @@ -1,42 +0,0 @@ - -/* -// Called from game mode pre_setup() -/datum/game_mode/proc/assign_monster_hunters(monster_count = 4, guaranteed_hunters = FALSE, list/datum/mind/exclude_from_hunter) - // Not all game modes GUARANTEE a hunter - if (rand(0,2) == 0) // 50% of the time, we get fewer or NO Hunters - if (!guaranteed_hunters) - return - else - monster_count /= 2 - var/list/no_hunter_jobs = list("AI","Cyborg") - // Set Restricted Jobs - if(CONFIG_GET(flag/protect_roles_from_antagonist)) - no_hunter_jobs += list("Rookie", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster") - if(CONFIG_GET(flag/protect_assistant_from_antagonist)) - no_hunter_jobs += "Assistant" - // Find Valid Hunters - var/list/datum/mind/hunter_candidates = get_players_for_role(ROLE_MONSTERHUNTER) - // Assign Hunters (as many as vamps, plus one) - for(var/i = 1, i < monster_count, i++) // Start at 1 so we skip Hunters if there's only one sucker. - if (!hunter_candidates.len) - break - // Assign Hunter - var/datum/mind/hunter = pick(hunter_candidates) - hunter_candidates.Remove(hunter) // Remove Either Way - // Already Antag? Skip - if (islist(exclude_from_hunter) && (locate(hunter) in exclude_from_hunter)) //if (islist(hunter.antag_datums) && hunter.antag_datums.len) - i -- - continue - // NOTE: - vamphunters += hunter - hunter.restricted_roles = no_hunter_jobs - log_game("[hunter.key] (ckey) has been selected as a Hunter.") -// Called from game mode post_setup() -/datum/game_mode/proc/finalize_monster_hunters(monster_count = 4) - var/amEvil = TRUE // First hunter is always an evil boi - for(var/datum/mind/hunter in vamphunters) - var/datum/antagonist/vamphunter/A = new (hunter) - A.bad_dude = amEvil - hunter.add_antag_datum(A) - amEvil = FALSE // Every other hunter is just a boring greytider -*/