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Comms console sleeper agent hack effect now injects storyteller events instead of dynamic rulesets #1952

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May 22, 2024
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14 changes: 14 additions & 0 deletions code/game/machinery/computer/communications.dm
Original file line number Diff line number Diff line change
Expand Up @@ -885,6 +885,19 @@


if(HACK_SLEEPER) // Trigger one or multiple sleeper agents with the crew (or for latejoining crew)
// monkestation start: inject storyteller events instead of dynamic rulesets
var/event_to_spawn = pick_weight(list(
/datum/round_event_control/antagonist/solo/traitor/midround = 75,
// hmmm, let's rarely spawn some non-traitor antags just to spice things up a bit
/datum/round_event_control/antagonist/solo/heretic/midround = 15,
/datum/round_event_control/antagonist/solo/from_ghosts/wizard = 1
))
force_event_after(event_to_spawn, "[hacker] hacking a communications console", rand(20 SECONDS, 1 MINUTES))
priority_announce(
"Attention crew, it appears that someone on your station has hijacked your telecommunications and broadcasted an unknown signal.",
"[command_name()] High-Priority Update",
)
/*
var/datum/dynamic_ruleset/midround/sleeper_agent_type = /datum/dynamic_ruleset/midround/from_living/autotraitor
var/datum/game_mode/dynamic/dynamic = SSticker.mode
var/max_number_of_sleepers = clamp(round(length(GLOB.alive_player_list) / 20), 1, 3)
Expand All @@ -904,6 +917,7 @@
"Attention crew, it appears that someone on your station has hijacked your telecommunications and broadcasted an unknown signal.",
"[command_name()] High-Priority Update",
)
*/ // monkestation end

#undef HACK_PIRATE
#undef HACK_FUGITIVES
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