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Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit * removes old_god from the dme * russian shuttle improvements * TODO: fix the hook gun * shotgun finished, next commit shuttle * bounty hunting shuttle * back up to speed on the dmis * readds poster 46 and adds the shuttle finally * dmi fixes * traps need fixing, work out whatever is happening with synths * super final touches, see desc map ports + proper spawners, pinpointer and traps functional. other misc changes * removes verb stuff from non verb stuff * review (see desc) antimagic checks and it now the two objects move inside each other instead * dmi conflicts * PLUNGERS. BEGONE.
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@@ -23,7 +23,8 @@
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var/list/possible_backstories = list()
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var/list/candidates = get_candidates(ROLE_TRAITOR, null, ROLE_TRAITOR)
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if(candidates.len >= 1) //solo refugees
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possible_backstories.Add("waldo")
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if(prob(30))
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possible_backstories.Add("waldo") //less common as it comes with magicks and is kind of immershun shattering
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if(candidates.len >= 4)//group refugees
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possible_backstories.Add("prisoner", "cultist", "synth")
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if(!possible_backstories.len)
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@@ -33,7 +34,7 @@
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var/member_size = 3
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var/leader
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switch(backstory)
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if("cultist" || "synth")
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if("synth")
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leader = pick_n_take(candidates)
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if("waldo")
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member_size = 0 //solo refugees have no leader so the member_size gets bumped to one a bit later
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@@ -87,27 +88,22 @@
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/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(var/mob/dead/leader, var/turf/landing_turf, backstory)
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var/datum/mind/player_mind = new /datum/mind(leader.key)
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player_mind.active = TRUE
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switch(backstory)
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if("cultist")
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var/mob/camera/yalp_elor/yalp = new(landing_turf)
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player_mind.transfer_to(yalp)
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player_mind.assigned_role = "Yalp Elor"
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player_mind.special_role = "Old God"
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player_mind.add_antag_datum(/datum/antagonist/fugitive)
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if("synth")
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var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
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var/obj/item/choice_beacon/augments/A = new(S)
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S.put_in_hands(A)
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new /obj/item/autosurgeon(landing_turf)
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//if you want to add a fugitive with a special leader in the future, make this switch with the backstory
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var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
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var/obj/item/choice_beacon/augments/A = new(S)
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S.put_in_hands(A)
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new /obj/item/autosurgeon(landing_turf)
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//security team gets called in after 10 minutes of prep to find the refugees
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/datum/round_event/ghost_role/fugitives/proc/spawn_hunters()
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var/backstory = pick("space cop", "russian")
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var/backstory = pick("space cop", "russian", "bounty hunter")
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var/datum/map_template/shuttle/ship
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if(backstory == "space cop")
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ship = new /datum/map_template/shuttle/hunter/space_cop
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else
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else if (backstory == "russian")
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ship = new /datum/map_template/shuttle/hunter/russian
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else
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ship = new /datum/map_template/shuttle/hunter/bounty
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var/x = rand(TRANSITIONEDGE,world.maxx - TRANSITIONEDGE - ship.width)
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var/y = rand(TRANSITIONEDGE,world.maxy - TRANSITIONEDGE - ship.height)
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var/z = SSmapping.empty_space.z_value
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@@ -115,5 +111,5 @@
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if(!T)
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CRASH("Fugitive Hunters (Created from fugitive event) found no turf to load in")
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if(!ship.load(T))
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CRASH("Loading hunter ship failed!")
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priority_announce("Unidentified armed ship detected near the station.")
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CRASH("Loading [backstory] ship failed!")
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priority_announce("Unidentified ship detected near the station.")
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