space-station-14
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Thief beacons
About the PR
Add thieving beacon - a device that counts objects within a radius of itself as stolen. The implication is that they are "teleported" to the stash at the end of the round. (Unless the beacon is found and turned off)
recovered objectiles for the theft of structures
Animal theft tasks can no longer appear if the animals are not on the station.
A new set has been added, and other sets have been slightly modified.
Why / Balance
stealing structures is fun. stealing animals is easier now. the carrier in the new animal stealing kit. fix #24843 fix #25009
Media
New thieving beacon
https://github.com/space-wizards/space-station-14/assets/96445749/65212d96-c089-4e42-a72c-28016db7dea3
- [x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase
Changelog :cl:
- add: Add "thieving beacon" to Thief antag - a device that counts objects within a radius of itself as stolen.
- add: Return thief structures stealing objectives.
- tweak: Tweak some thief kits.
- fix: Animal theft objectives can no longer appear if the animals are not on the station.
RSI Diff Bot; head commit f383e2e5dfa10a4134840f1937a6b4e4d72233f8 merging into 4e8375e5f99e7ac4616f37bc3b497f9ef5924ee3 This PR makes changes to 1 or more RSIs. Here is a summary of all changes:
Resources/Textures/Objects/Tools/thief_beacon.rsi
State | Old | New | Status |
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extraction_point | ![]() |
Added | |
extraction_point_light | ![]() |
Added | |
folded_extraction | ![]() |
Added |
Does this fix the case where you can be asked to steal more than the amount present of an item on a map? (E.g. bedsheets)
There's always been that check there anyway, that you can't drop more numbers than there are on the card.
This problem will be solved when the thief's pinpointer comes out.
Doesn't this still have the problem of theft objectives for entities not even on the map showing up
thats a problem with steal objectives in general, obviously maps should include every steal objective but sometimes the objectives are things like bedsheets or random animal spawns which may or may not exist. not sure if youd want to query or cache the objective entities mapinit or what
Test or MapInit either works.
There is already a check for the presence of an object before receiving a target. VerifyExistance: true
. The bigger problem here is that sometimes these objects are difficult to find, especially if players have moved them. need a thief pinpointer
ah, well, there is another problem with targets for items that are not on the map, but are in the starting equipment of the roles. for example the Bible
This is a good goal for a thief, since it is a unique item, but if there is no priest in the round, it is impossible
This pull request has conflicts, please resolve those before we can evaluate the pull request.
thx!
awaiting mega antag refactor
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Ill reopen it after antag refactor
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Adapted for mega antag refactor
Need remove chem projector diff
it's not attached only to the thief. It is attached to StealCondition, that have the “check beacons” parameter. It's just that this option is only enabled for the thief's targets right now.
it's not attached only to the thief.
That doesn't seem to be the case? It's in thief namespace and system is hardcoded to check for ThiefRoleComponent
.
Closed due to feature freeze May 10th-June 14th. Comment to have it reopen after this.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Re-open if you come back to it.