Cognizine makes hostile mobs solo antagonists - #264
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pirakaplant wants to merge 3 commits into
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THANK YOU THANK YOU THANK YOU |
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Admin team here. I like this (and we asked for this) because what I've noticed is that players like to befriend flora/fauna (see the first couple weeks of mini dragon) when they shouldn't. This isn't necessarily the crew's fault, because they're just reacting to what is given to them. Instead, the expectation should be set on the things that are normally antags to, y'know, be antagonists. We don't want a salvage ship being a friendship is magic ship, we want them to have corpses and a rotting salvager. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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ALREADY??!! |
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About the PR
When under the effects of cognizine, a mob that would normally automatically attack crew will become a solo antagonist when controlled by a ghost. The ghost rules popup will also change to reflect this.
Why / Balance
The admin team doesn't like how cognizine is used to "tame" hostile space mobs, and expects those mobs to remain hostile to crew regardless of whether they are sapient or not. This PR makes it clear to players that they should play sapient hostile mobs as hostile.
Technical details
This code amends the
MakeSentientEntityEffectSystemto add two checks:returns, defaulting to a crew-aligned ghost role.foreachloop to check if any of those factions would attack crew (which is anyone belonging to theNanoTrasenfaction). If one of of them does, it updates the ghost rules to a set that mentions the role's Solo Antagonist status, adds theMindRoleGhostRoleSoloAntagonistmind role, andreturns.Test plan
Dragonfaction, and a space adder, which belongs to theXenofaction). Both of them should have a modified set of ghost rules (see Media) and make you a solo antagonist when you take the role.Media
Requirements
License
MIT
Breaking changes
N/A.
Changelog
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