mirror of
https://github.com/KabKebab/GS13.git
synced 2026-07-19 11:59:03 +01:00
Removing hunter code. It's unused.
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@@ -2,7 +2,6 @@
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/datum/game_mode
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var/list/datum/mind/bloodsuckers = list() // List of minds belonging to this game mode.
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var/list/datum/mind/vassals = list() // List of minds that have been turned into Vassals.
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//var/list/datum/mind/vamphunters = list() // List of minds hunting vampires. Disabled at the moment
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var/obj/effect/sunlight/bloodsucker_sunlight // Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker.
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// LISTS //
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@@ -52,15 +51,11 @@
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if (!antag_candidates.len)
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break
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var/datum/mind/bloodsucker = pick(antag_candidates)
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// Can we even BE a bloodsucker?
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//if (can_make_bloodsucker(bloodsucker, display_warning=FALSE))
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bloodsuckers += bloodsucker
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bloodsucker.restricted_roles = restricted_jobs
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log_game("[bloodsucker.key] (ckey) has been selected as a Bloodsucker.")
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antag_candidates.Remove(bloodsucker) // Apparently you can also write antag_candidates -= bloodsucker
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// Assign Hunters (as many as monsters, plus one)
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//assign_monster_hunters(bloodsuckers.len, TRUE, bloodsuckers) // Disabled for now
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// Do we have enough vamps to continue?
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return bloodsuckers.len >= required_enemies
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@@ -77,10 +72,6 @@
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// spawn() --> Run block of code but game continues on past it.
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// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
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//Clean Bloodsucker Species (racist?)
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//clean_invalid_species(bloodsucker)
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// TO-DO !!!
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// Add Bloodsucker Antag Datum (or remove from list on Fail)
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if (!make_bloodsucker(bloodsucker))
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bloodsuckers -= bloodsucker
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@@ -124,8 +115,6 @@
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/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.
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// No Mind
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if(!bloodsucker || !bloodsucker.key) // KEY is client login?
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//if(creator) // REMOVED. You wouldn't see their name if there is no mind, so why say anything?
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// to_chat(creator, "<span class='danger'>[bloodsucker] isn't self-aware enough to be raised as a Bloodsucker!</span>")
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return FALSE
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// Current body is invalid
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if(!ishuman(bloodsucker.current))// && !ismonkey(bloodsucker.current))
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@@ -215,21 +204,6 @@
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return FALSE
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if (target.stat > UNCONSCIOUS)
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return FALSE
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// Check Overdose: Am I even addicted to blood? Do I even have any in me?
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//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
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//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
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// return 0
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// Check Overdose: Did my current volume go over the Overdose threshold?
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//var/am_addicted = 0
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//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
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//message_admins("DEBUG3: can_make_vassal() Found Blood! [blood] [blood.overdose]")
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//if (blood.overdosed)
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// am_addicted = 1 // Blood is present in addiction? That's all we need.
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// break
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//if (!am_addicted)
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//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
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// return 0
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// No Mind!
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if (!target.mind || !target.mind.key)
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if (display_warning)
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@@ -267,10 +241,7 @@
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// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
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for(var/datum/antagonist/antag_datum in M.antag_datums)
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if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
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//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
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return TRUE
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//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
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// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
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return FALSE
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/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
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@@ -1,42 +0,0 @@
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/*
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// Called from game mode pre_setup()
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/datum/game_mode/proc/assign_monster_hunters(monster_count = 4, guaranteed_hunters = FALSE, list/datum/mind/exclude_from_hunter)
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// Not all game modes GUARANTEE a hunter
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if (rand(0,2) == 0) // 50% of the time, we get fewer or NO Hunters
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if (!guaranteed_hunters)
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return
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else
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monster_count /= 2
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var/list/no_hunter_jobs = list("AI","Cyborg")
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// Set Restricted Jobs
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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no_hunter_jobs += list("Rookie", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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no_hunter_jobs += "Assistant"
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// Find Valid Hunters
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var/list/datum/mind/hunter_candidates = get_players_for_role(ROLE_MONSTERHUNTER)
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// Assign Hunters (as many as vamps, plus one)
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for(var/i = 1, i < monster_count, i++) // Start at 1 so we skip Hunters if there's only one sucker.
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if (!hunter_candidates.len)
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break
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// Assign Hunter
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var/datum/mind/hunter = pick(hunter_candidates)
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hunter_candidates.Remove(hunter) // Remove Either Way
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// Already Antag? Skip
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if (islist(exclude_from_hunter) && (locate(hunter) in exclude_from_hunter)) //if (islist(hunter.antag_datums) && hunter.antag_datums.len)
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i --
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continue
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// NOTE:
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vamphunters += hunter
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hunter.restricted_roles = no_hunter_jobs
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log_game("[hunter.key] (ckey) has been selected as a Hunter.")
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// Called from game mode post_setup()
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/datum/game_mode/proc/finalize_monster_hunters(monster_count = 4)
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var/amEvil = TRUE // First hunter is always an evil boi
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for(var/datum/mind/hunter in vamphunters)
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var/datum/antagonist/vamphunter/A = new (hunter)
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A.bad_dude = amEvil
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hunter.add_antag_datum(A)
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amEvil = FALSE // Every other hunter is just a boring greytider
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*/
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