/* // 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("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 */