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"