stowaways are jobless, lack comms, and are no longer announced when crew join#11765
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drgnmstrc wants to merge 7 commits into
Open
stowaways are jobless, lack comms, and are no longer announced when crew join#11765drgnmstrc wants to merge 7 commits into
drgnmstrc wants to merge 7 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
headsets arent deleted, will consider redeleting when im more confident about stowaway spawns
stowaways get their own job outfit: grey uniform, basic radio, and a trash bag with an emergency welding torch, breathing mask, emergency oxygen tank, and two random trash items
…estation2.0 into stowaway-qol-port
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Forced to be below-assistant quirk |
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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 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.
JOB OUTFIT:
Removed selected job items.
Stowaways get their own job outfit:
They also get their selected general loadout items.
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.
As for the secure crates, these can often be soft-RRs in bad places, especially on low-pop. 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 Warden)
Changelog
🆑 cam_dev, XeonMations
add: stowaways get a "job" outfit
del: stowaways no longer get their selected job items
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