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Changeling Random Objectives (#44212)
* changeling random objectives * addressed slarti's comments (i think :godo:) * Apply suggestion from @slarticodefast --------- Co-authored-by: nomdéraisonnablementlong <you@example.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -225,11 +225,15 @@
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range:
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min: 1
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max: 3
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- type: AntagObjectives
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objectives:
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# - ChangelingSurviveObjective TODO: make a random selection of objectives when there are more of them
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- ChangelingUniqueIdentityObjective
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- ChangelingEscapeIdentityObjective
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- type: AntagRandomObjectives
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sets:
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- groups: ChangelingObjectiveGroupDevourDummy
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maxPicks: 1
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- groups: ChangelingObjectiveGroupEscapeDummy
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maxPicks: 1
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- groups: ChangelingObjectiveGroupKillDummy
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maxPicks: 1
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maxDifficulty: 8
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- type: entity
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id: Revolutionary
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@@ -57,3 +57,24 @@
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blacklist:
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components:
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- ChangelingRole
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- type: entity
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parent: [BaseChangelingObjective, BaseKillObjective]
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id: ChangelingKillRandomPersonObjective
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description: This person is our prey. We must ensure they stay dead on the station.
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components:
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- type: Objective
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difficulty: 2.0
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unique: false
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- type: TargetObjective
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title: objective-condition-kill-maroon-title
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- type: PickRandomPerson
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filters:
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# Can't have multiple objectives to kill the same person.
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- !type:TargetObjectiveMindFilter
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blacklist:
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components:
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- KillPersonCondition
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- type: KillPersonCondition
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requireDead: true
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requireMaroon: true
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@@ -135,4 +135,39 @@
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id: ThiefObjectiveGroupEscape
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weights:
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EscapeThiefShuttleObjective: 1
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#Changeling, crew, wizard, when you code it...
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# Changeling
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- type: weightedRandom # we need these dummy groups since its shitty code that won't stand having less than two groups before the objectives themselves
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id: ChangelingObjectiveGroupDevourDummy
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weights:
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ChangelingObjectiveGroupDevour: 1
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- type: weightedRandom
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id: ChangelingObjectiveGroupDevour
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weights:
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ChangelingUniqueIdentityObjective: 1
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# eventually: devour most
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- type: weightedRandom
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id: ChangelingObjectiveGroupEscapeDummy
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weights:
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ChangelingObjectiveGroupEscape: 1
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- type: weightedRandom
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id: ChangelingObjectiveGroupEscape
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weights:
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ChangelingSurviveObjective: 0.5
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ChangelingEscapeIdentityObjective: 1
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# eventually: escape as a job/dept
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- type: weightedRandom
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id: ChangelingObjectiveGroupKillDummy
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weights:
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ChangelingObjectiveGroupKill: 1
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- type: weightedRandom
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id: ChangelingObjectiveGroupKill
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weights:
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ChangelingKillRandomPersonObjective: 1
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# Crew, wizard, when you code it...
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