space-wizards / space-station-14

A multiplayer game about paranoia and chaos on a space station. Remake of the cult-classic Space Station 13.
https://spacestation14.io
MIT License
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Base mob prototypes shouldn't create ghost roles. #10442

Open gradientvera opened 2 years ago

gradientvera commented 2 years ago

Description

Example: MobDragon currently has the GhostTakeoverAvailable component on by default. This shouldn't be the case. There should be an inheriting prototype (e.g. MogDragonGhostRole) with the component instead. This way, you can choose whether to spawn a ghost role mob or not.

Anyway, I thought of this because I spawned a dragon on lizard in the admin testing area and a player took over it without me noticing.

OctoRocket commented 2 years ago

I would think that you would usually spawn in a dragon as an event so it already having a ghost role is preferable.

EmoGarbage404 commented 2 years ago

I would think that you would usually spawn in a dragon as an event so it already having a ghost role is preferable.

doesn't mean you can't just have multiple prototypes, one with and one without. It's not a complete binary.

mirrorcult commented 2 years ago

I would think that you would usually spawn in a dragon as an event so it already having a ghost role is preferable.

There should be an inheriting prototype (e.g. MogDragonGhostRole) with the component instead. This way, you can choose whether to spawn a ghost role mob or not.

Injazz commented 1 year ago

That's a lot of prototypes, are you sure? For example there are 3 mice variants which means there should be 3 more with ghost role enabled

Zylofan commented 4 weeks ago

I think two people have started on this then stopped? Is this still needed?

If it is, is the solution to add a non ghost role version of each entity to the spawn list, or is the solution to just make all entities non ghost roles by default, and have the admin make them ghost roles once spawned?