CleverRaven/Cataclysm-DDA — pull request #8160 by acidia (2014-07-07 04:38:36+00:00)
Title: [WIP] Old Guard Missions

I'll be without an internet connection for most of the day tomorrow and the next day but I should get a good bit of work done (I really hope). Figured I'd get some ideas regarding these missions in the meantime. These tend to highlight the limitations of current NPCs.
1 Bandits in Cabin
2 [Not in] Find Informant
3 Missing Person?
4 Bandits in Camp
I can add people to the center at the start/completion of missions so I want enough npcs to come and go that it isn't obvious that the new guy is the informant :)

Known Issues:
-Finding the sites seems to be remarkably unstable for whatever reason... even when the site exists it sometimes can't find it. Added 3 for each building to be sure until it can be addressed.
-NPCs don't trigger traps... while monsters do...
-NPCs will continue to fire even when they can't see you (easy fix)
-If an NPC has a <10% chance of hitting you they need to move closer before firing...
-Hostile NPCs will kill all visible monsters before attacking you
-Outside of the current work, NPC guards need to investigate significant sounds...

If I can work, I hope to start addressing NPC inventory. Don't know why they are built to spawn the most random of equipment but, at least for the faction NPCs, a little standardization is needed so random mook in a tent doesn't auto plasma you in the back as you pass by. The issues with NPC inventory seem to also be one of the major reasons players avoid turning them on.