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.
This commit is contained in:
tralezab
2019-07-22 11:00:34 -07:00
committed by AnturK
parent 28f0a5a890
commit 3b49b5378d
37 changed files with 902 additions and 229 deletions

View File

@@ -23,7 +23,8 @@
var/list/possible_backstories = list()
var/list/candidates = get_candidates(ROLE_TRAITOR, null, ROLE_TRAITOR)
if(candidates.len >= 1) //solo refugees
possible_backstories.Add("waldo")
if(prob(30))
possible_backstories.Add("waldo") //less common as it comes with magicks and is kind of immershun shattering
if(candidates.len >= 4)//group refugees
possible_backstories.Add("prisoner", "cultist", "synth")
if(!possible_backstories.len)
@@ -33,7 +34,7 @@
var/member_size = 3
var/leader
switch(backstory)
if("cultist" || "synth")
if("synth")
leader = pick_n_take(candidates)
if("waldo")
member_size = 0 //solo refugees have no leader so the member_size gets bumped to one a bit later
@@ -87,27 +88,22 @@
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(var/mob/dead/leader, var/turf/landing_turf, backstory)
var/datum/mind/player_mind = new /datum/mind(leader.key)
player_mind.active = TRUE
switch(backstory)
if("cultist")
var/mob/camera/yalp_elor/yalp = new(landing_turf)
player_mind.transfer_to(yalp)
player_mind.assigned_role = "Yalp Elor"
player_mind.special_role = "Old God"
player_mind.add_antag_datum(/datum/antagonist/fugitive)
if("synth")
var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
var/obj/item/choice_beacon/augments/A = new(S)
S.put_in_hands(A)
new /obj/item/autosurgeon(landing_turf)
//if you want to add a fugitive with a special leader in the future, make this switch with the backstory
var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
var/obj/item/choice_beacon/augments/A = new(S)
S.put_in_hands(A)
new /obj/item/autosurgeon(landing_turf)
//security team gets called in after 10 minutes of prep to find the refugees
/datum/round_event/ghost_role/fugitives/proc/spawn_hunters()
var/backstory = pick("space cop", "russian")
var/backstory = pick("space cop", "russian", "bounty hunter")
var/datum/map_template/shuttle/ship
if(backstory == "space cop")
ship = new /datum/map_template/shuttle/hunter/space_cop
else
else if (backstory == "russian")
ship = new /datum/map_template/shuttle/hunter/russian
else
ship = new /datum/map_template/shuttle/hunter/bounty
var/x = rand(TRANSITIONEDGE,world.maxx - TRANSITIONEDGE - ship.width)
var/y = rand(TRANSITIONEDGE,world.maxy - TRANSITIONEDGE - ship.height)
var/z = SSmapping.empty_space.z_value
@@ -115,5 +111,5 @@
if(!T)
CRASH("Fugitive Hunters (Created from fugitive event) found no turf to load in")
if(!ship.load(T))
CRASH("Loading hunter ship failed!")
priority_announce("Unidentified armed ship detected near the station.")
CRASH("Loading [backstory] ship failed!")
priority_announce("Unidentified ship detected near the station.")