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
-*/
diff --git a/code/modules/antagonists/bloodsucker/datum_hunter.dm b/code/modules/antagonists/bloodsucker/datum_hunter.dm
deleted file mode 100644
index 708fd8d3..00000000
--- a/code/modules/antagonists/bloodsucker/datum_hunter.dm
+++ /dev/null
@@ -1,229 +0,0 @@
-/*
-#define HUNTER_SCAN_MIN_DISTANCE 8
-#define HUNTER_SCAN_MAX_DISTANCE 35
-#define HUNTER_SCAN_PING_TIME 20 //5s update time.
-/datum/antagonist/vamphunter
- name = "Hunter"
- roundend_category = "hunters"
- antagpanel_category = "Monster Hunter"
- job_rank = ROLE_MONSTERHUNTER
- var/list/datum/action/powers = list()// Purchased powers
- var/list/datum/objective/objectives_given = list() // For removal if needed.
- var/datum/martial_art/my_kungfu // Hunters know a lil kung fu.
- var/bad_dude = FALSE // Every first hunter spawned is a SHIT LORD.
-/datum/antagonist/vamphunter/on_gain()
- SSticker.mode.vamphunters |= owner // Add if not already in here (and you might be, if you were picked at round start)
- // Hunter Pinpointer
- //owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
- // Give Hunter Power
- var/datum/action/P = new /datum/action/bloodsucker/trackvamp
- P.Grant(owner.current)
- // Give Hunter Martial Arts
- //if (rand(1,3) == 1)
- // 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!
- // my_kungfu = new pick_type //pick (/datum/martial_art/boxing, /datum/martial_art/cqc) // ick_type
- // my_kungfu.teach(owner.current, 0)
- // Give Hunter Objective
- var/datum/objective/bloodsucker/monsterhunter/monsterhunter_objective = new
- monsterhunter_objective.owner = owner
- monsterhunter_objective.generate_objective()
- objectives += monsterhunter_objective
- objectives_given += monsterhunter_objective
- // Badguy Hunter? (Give him BADGUY objectives)
- if (bad_dude)
- // Stolen DIRECTLY from datum_traitor.dm
- if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
- var/datum/objective/download/download_objective = new
- download_objective.owner = owner
- download_objective.gen_amount_goal()
- objectives += download_objective
- objectives_given += download_objective
- else
- var/datum/objective/steal/steal_objective = new
- steal_objective.owner = owner
- steal_objective.find_target()
- objectives += steal_objective
- objectives_given += steal_objective
- . = ..()
-/datum/antagonist/vamphunter/on_removal()
- SSticker.mode.vamphunters -= owner // Add if not already in here (and you might be, if you were picked at round start)
- // Master Pinpointer
- //owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
- // Take Hunter Power
- if (owner.current)
- for (var/datum/action/bloodsucker/P in owner.current.actions)
- P.Remove(owner.current)
- // Take Hunter Martial Arts
- //my_kungfu.remove(owner.current)
- // Remove Hunter Objectives
- for(var/O in objectives_given)
- objectives -= O
- qdel(O)
- objectives_given = list()
- . = ..()
-/datum/antagonist/vamphunter/greet()
- var/vamp_hunter_greet = "You are a fearless Monster Hunter!"
- vamp_hunter_greet += "You know there's one or more filthy creature onboard the station, though their identities elude you."
- vamp_hunter_greet += "It's your job to root them out, destroy their nests, and save the crew."
- vamp_hunter_greet += "Use WHATEVER MEANS NECESSARY to find these creatures...no matter who gets hurt or what you have to destroy to do it."
- vamp_hunter_greet += "There are greater stakes at hand than the safety of the station!"
- vamp_hunter_greet += "However, security may detain you if they discover your mission..."
- antag_memory += "You remember your training:
"
- antag_memory += " -Bloodsuckers are weak to fire, or a stake to the heart. Removing their head or heart will also destroy them permanently.
"
- 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.
"
- antag_memory += " -Changelings return to life unless their body is destroyed. Not even decapitation can stop them for long.
"
- antag_memory += " -Cultists are weak to the Chaplain's holy water.
"
- antag_memory += " -Wizards are notoriously hard to outmatch. Rob or steal whatever weapons you need to destroy them, and shoot before asking questions.
"
- if (my_kungfu != null)
- vamp_hunter_greet += "Hunter Tip: Use your [my_kungfu.name] techniques to give you an advantage over the enemy.
"
- antag_memory += "You remember your training: You are skilled in the [my_kungfu.name] style of combat.
"
- to_chat(owner, vamp_hunter_greet)
-/datum/antagonist/vamphunter/farewell()
- to_chat(owner, "Your hunt has ended: you are no longer a monster hunter!")
-// TAKEN FROM: /datum/action/changeling/pheromone_receptors // pheromone_receptors.dm for a version of tracking that Changelings have!
-/datum/status_effect/agent_pinpointer/hunter_edition
- alert_type = /obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
- minimum_range = HUNTER_SCAN_MIN_DISTANCE
- tick_interval = HUNTER_SCAN_PING_TIME
- duration = 160 // Lasts 10s
- range_fuzz_factor = 5//PINPOINTER_EXTRA_RANDOM_RANGE
-/obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
- name = "Monster Tracking"
- desc = "You always know where the hellspawn are."
-/datum/status_effect/agent_pinpointer/hunter_edition/on_creation(mob/living/new_owner, ...)
- ..()
- // Pick target
- var/turf/my_loc = get_turf(owner)
- var/list/mob/living/carbon/vamps = list()
- for(var/datum/mind/M in SSticker.mode.bloodsuckers)
- if (!M.current || M.current == owner || !get_turf(M.current) || !get_turf(new_owner))
- continue
- var/datum/antagonist/bloodsucker/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
- if(!istype(antag_datum))
- continue
- var/their_loc = get_turf(M.current)
- var/distance = get_dist_euclidian(my_loc, their_loc)
- if (distance < HUNTER_SCAN_MAX_DISTANCE)
- vamps[M.current] = (HUNTER_SCAN_MAX_DISTANCE ** 2) - (distance ** 2)
- // Found one!
- if(vamps.len)
- scan_target = pickweight(vamps) //Point at a 'random' vamp, biasing heavily towards closer ones.
- to_chat(owner, "You detect signs of monsters to the [dir2text(get_dir(my_loc,get_turf(scan_target)))]!")
- // Will yield a "?"
- else
- to_chat(owner, "There are no monsters nearby.")
- // Force Point-To Immediately
- point_to_target()
-/datum/status_effect/agent_pinpointer/hunter_edition/scan_for_target()
- // Lose target? Done. Otherwise, scan for target's current position.
- if (!scan_target && owner)
- owner.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
- // NOTE: Do NOT run ..(), or else we'll remove our target.
-/datum/status_effect/agent_pinpointer/hunter_edition/Destroy()
- if (scan_target)
- to_chat(owner, "You've lost the trail.")
- ..()
-*/
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/*
-/datum/action/bloodsucker/trackvamp/
- name = "Track Monster"//"Cellular Emporium"
- desc = "Take a moment to look for clues of any nearby monsters.
These creatures are slippery, and often look like the crew."
- button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
- background_icon_state = "vamp_power_off" //And this is the state for the background icon
- icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
- button_icon_state = "power_hunter" //And this is the state for the action icon
- amToggle = FALSE // Action-Related
- cooldown = 300 // 10 ticks, 1 second.
- bloodcost = 0
-/datum/action/bloodsucker/trackvamp/ActivatePower()
- var/mob/living/user = owner
- to_chat(user, "You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order.")
- if (!do_mob(user,owner,80))
- return
- // Add Power
- // REMOVED //user.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
- // We don't track direction anymore!
- // Return text indicating direction
- display_proximity()
- // NOTE: DON'T DEACTIVATE!
- //DeactivatePower()
-/datum/action/bloodsucker/trackvamp/proc/display_proximity()
- // Pick target
- var/turf/my_loc = get_turf(owner)
- //var/list/mob/living/carbon/vamps = list()
- var/best_dist = 9999
- var/mob/living/best_vamp
- // Track ALL MONSTERS in Game Mode
- var/list/datum/mind/monsters = list()
- monsters += SSticker.mode.bloodsuckers
- monsters += SSticker.mode.devils
- //monsters += SSticker.mode.cult
- monsters += SSticker.mode.wizards
- monsters += SSticker.mode.apprentices
- monsters += SSticker.mode.servants_of_ratvar
- //monsters += SSticker.mode.changelings Disabled anyways
- //
- for(var/datum/mind/M in monsters)
- if (!M.current || M.current == owner)// || !get_turf(M.current) || !get_turf(owner))
- continue
- for(var/a in M.antag_datums)
- var/datum/antagonist/antag_datum = a // var/datum/antagonist/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
- if(!istype(antag_datum) || antag_datum.AmFinalDeath())
- continue
- var/their_loc = get_turf(M.current)
- var/distance = get_dist_euclidian(my_loc, their_loc)
- // Found One: Closer than previous/max distance
- if (distance < best_dist && distance <= HUNTER_SCAN_MAX_DISTANCE)
- best_dist = distance
- best_vamp = M.current
- break // Stop searching through my antag datums and go to the next guy
- // Found one!
- if(best_vamp)
- var/distString = best_dist <= HUNTER_SCAN_MAX_DISTANCE / 2 ? "somewhere closeby!" : "somewhere in the distance."
- //to_chat(owner, "You detect signs of Bloodsuckers to the [dir2text(get_dir(my_loc,get_turf(targetVamp)))]!")
- to_chat(owner, "You detect signs of monsters [distString]")
- // Will yield a "?"
- else
- to_chat(owner, "There are no monsters nearby.")
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// From martial.dm
-/*
-/datum/martial_art/hunter
- name = "Hunter-Fu"
- id = "MARTIALART_HUNTER" //ID, used by mind/has_martialart
- //streak = ""
- //max_streak_length = 6
- //current_target
- //datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
- //deflection_chance = 0 //Chance to deflect projectiles
- //reroute_deflection = FALSE //Delete the bullet, or actually deflect it in some direction?
- //block_chance = 0 //Chance to block melee attacks using items while on throw mode.
- //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
- //help_verb
- //no_guns = FALSE
- //allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
-/datum/martial_art/hunter/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
- return FALSE
-/datum/martial_art/hunter/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
- return FALSE
-/datum/martial_art/hunter/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
- return FALSE
-/datum/martial_art/hunter/can_use(mob/living/carbon/human/H)
- return TRUE
-/datum/martial_art/hunter/add_to_streak(element,mob/living/carbon/human/D)
- if(D != current_target)
- current_target = D
- streak = ""
- restraining = 0
- streak = streak+element
- if(length_char(streak) > max_streak_length)
- streak = streak[1]
- return
-/datum/martial_art/hunter/basic_hit(mob/living/carbon/human/A,mob/living/carbon/human/D)
- var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
-*/
-*/
diff --git a/tgstation.dme b/tgstation.dme
index 8a26cdd7..125ce895 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -580,7 +580,6 @@
#include "code\game\gamemodes\objective.dm"
#include "code\game\gamemodes\objective_items.dm"
#include "code\game\gamemodes\bloodsucker\bloodsucker.dm"
-#include "code\game\gamemodes\bloodsucker\hunter.dm"
#include "code\game\gamemodes\brother\traitor_bro.dm"
#include "code\game\gamemodes\changeling\changeling.dm"
#include "code\game\gamemodes\changeling\traitor_chan.dm"
@@ -1274,7 +1273,6 @@
#include "code\modules\antagonists\bloodsucker\bloodsucker_sunlight.dm"
#include "code\modules\antagonists\bloodsucker\bloodsucker_ui.dm"
#include "code\modules\antagonists\bloodsucker\datum_bloodsucker.dm"
-#include "code\modules\antagonists\bloodsucker\datum_hunter.dm"
#include "code\modules\antagonists\bloodsucker\datum_vassal.dm"
#include "code\modules\antagonists\bloodsucker\items\bloodsucker_organs.dm"
#include "code\modules\antagonists\bloodsucker\items\bloodsucker_stake.dm"