stowaways are jobless, lack comms, and are no longer announced when crew join#11765
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drgnmstrc wants to merge 3 commits into
Open
stowaways are jobless, lack comms, and are no longer announced when crew join#11765drgnmstrc wants to merge 3 commits into
drgnmstrc wants to merge 3 commits into
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removes stowaways from crewfile
ghost orbit job for stowaways, no spawning in secure crates, IDs only list name, stowaway playtime tracking
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About The Pull Request
PR porting a couple things from Monkestation/OculisStation#115 to hopefully put to rest stowaway announcements with extra tweaks and features.
PORTED:
-Stowaways on latejoin shouldn't get announced when the next crewmember joins.
-Stowaways no longer take up the job slot they select.
TWEAKED/NEW:
-Stowaways no longer get PDAs or headsets.
-Stowaways get a Stowaway role, which works like Unassigned Crewmember. This should track their playtime accordingly.
-Stowaways show up as such in ghost orbit if using their fake IDs.
-Stowaway IDs only list a name when examined with the new examine system.
-Stowaways can't spawn in secure crates, one particularly notable example being Tram Station's firing range crate in Science, which is pretty much a soft RR.
Why It's Good For The Game
I had already promised to fix this but it turns out late-joining stowaways get announced when the next real crew member joins, which wasn't something I had tested for at the time of me making #10931 and #10946 . So porting over some processing procs and stuff to silence the manifest seems to have finally fixed this little issue.
Also I think it makes more sense for stowaways to not get playtime tracked for the jobs they pick. On a similar note, I'd like to job restrict stowaways but I'm not really sure how to go about it cleanly while keeping job overflows into consideration.
Also stowaways shouldn't have round-start access to a restricted station's communications network. Besides, if stowaways make security have to go out of their way to snap a picture of them and add them to the manifest, stowaways can go through the basic process of going to dorms and getting a headset.
As for the secure crates, these can often be soft-RRs in bad places, especially on low-pop, especially if I'm removing their headsets and PDAs. There'll probably be a few more specific map spots I'll want to fix, especially since I really want to avoid stowaways having to be given tools in order to get into a round.
Testing
Joined as a stowaway, no announcement. Respawned as a crewmember, it didn't do the double announcement.
Ghosts can now sniff out the fakers that haven't trashed their ID or gotten a new one
Stowaway spawning inventory (as assistant)
Changelog
🆑 cam_dev, XeonMations
del: removed stowaways PDAs and headsets
del: removed examine info on stowaway ids besides the name
qol: stowaways have their own "job" for playtime tracking
qol: wearing a stowaway ID marks you as a stowaway in ghost orbit
qol: stowaways can no longer spawn in secure crates
fix: late-join stowaways no longer announced when real crew member late-joins
/:cl:
Pre-Merge Checklist