Improves mutation code a bit (#66654)

* Removes allow_transfer from /datum/mutation/human
This was needed for cloning, however, that has long since been removed

* Removes var/time_coeff
This hasn't been used in a very long time

* Removes var/get_chance
This was literally used NOWHERE

* Removes var/lowest_value
This was ALSO used literally nowhere

* Updates _mutations.dm to code standards
This was all out of date, looks a little better now

* small code improvement

* im stupid
This commit is contained in:
Seth Scherer
2022-05-06 01:30:47 -07:00
committed by GitHub
parent ac21b7d670
commit 3fe4caaa8a
8 changed files with 103 additions and 77 deletions
+3
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@@ -17,8 +17,11 @@
//Mutation classes. Normal being on them, extra being additional mutations with instability and other being stuff you dont want people to fuck with like wizard mutate
/// A mutation that can be activated and deactived by completing a sequence
#define MUT_NORMAL 1
/// A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console
#define MUT_EXTRA 2
/// Cannot be interacted with by players through normal means. I.E. wizards mutate
#define MUT_OTHER 3
//DNA - Because fuck you and your magic numbers being all over the codebase.
+3 -5
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@@ -534,11 +534,9 @@ GLOBAL_LIST_INIT(total_uf_len_by_block, populate_total_uf_len_by_block())
update_body(is_creating = TRUE)
update_mutations_overlay()
if(LAZYLEN(mutations))
for(var/M in mutations)
var/datum/mutation/human/HM = M
if(HM.allow_transfer || force_transfer_mutations)
dna.force_give(new HM.type(HM.class, copymut=HM)) //using force_give since it may include exotic mutations that otherwise won't be handled properly
if(LAZYLEN(mutations) && force_transfer_mutations)
for(var/datum/mutation/human/mutation as anything in mutations)
dna.force_give(new mutation.type(mutation.class, copymut = mutation)) //using force_give since it may include exotic mutations that otherwise won't be handled properly
/mob/living/carbon/proc/create_dna()
dna = new /datum/dna(src)
+97 -66
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@@ -4,51 +4,82 @@
/datum/mutation/human
name = "mutation"
/// Description of the mutation
var/desc = "A mutation."
/// Is this mutation currently locked?
var/locked
/// Quality of the mutation
var/quality
var/get_chance = 100
var/lowest_value = 256 * 8
/// Message given to the user upon gaining this mutation
var/text_gain_indication = ""
/// Message given to the user upon losing this mutation
var/text_lose_indication = ""
/// Visual indicators upon the character of the owner of this mutation
var/static/list/visual_indicators = list()
/// The proc holder (ew) o
var/obj/effect/proc_holder/spell/power
var/layer_used = MUTATIONS_LAYER //which mutation layer to use
var/list/species_allowed //to restrict mutation to only certain species
var/health_req //minimum health required to acquire the mutation
var/limb_req //required limbs to acquire this mutation
var/time_coeff = 1 //coefficient for timed mutations
/// Which mutation layer to use
var/layer_used = MUTATIONS_LAYER
/// To restrict mutation to only certain species
var/list/species_allowed
/// Minimum health required to acquire the mutation
var/health_req
/// Required limbs to acquire this mutation
var/limb_req
/// The owner of this mutation's DNA
var/datum/dna/dna
/// Owner of this mutation
var/mob/living/carbon/human/owner
var/instability = 0 //instability the holder gets when the mutation is not native
var/blocks = 4 //Amount of those big blocks with gene sequences
var/difficulty = 8 //Amount of missing sequences. Sometimes it removes an entire pair for 2 points
var/timeout //Time between mutation creation and removal. If this exists, we have a timer
var/alias //'Mutation #49', decided every round to get some form of distinction between undiscovered mutations
var/scrambled = FALSE //Wheter we can read it if it's active. To avoid cheesing with mutagen
var/class //Decides player accesibility, sorta
var/list/conflicts //any mutations that might conflict. put mutation typepath defines in here. make sure to enter it both ways (so that A conflicts with B, and B with A)
var/allow_transfer //Do we transfer upon cloning?
//MUT_NORMAL - A mutation that can be activated and deactived by completing a sequence
//MUT_EXTRA - A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console
//MUT_OTHER Cannot be interacted with by players through normal means. I.E. wizards mutate
/// Instability the holder gets when the mutation is not native
var/instability = 0
/// Amount of those big blocks with gene sequences
var/blocks = 4
/// Amount of missing sequences. Sometimes it removes an entire pair for 2 points
var/difficulty = 8
/// Time between mutation creation and removal. If this exists, we have a timer
var/timeout
/// 'Mutation #49', decided every round to get some form of distinction between undiscovered mutations
var/alias
/// Whether we can read it if it's active. To avoid cheesing with mutagen
var/scrambled = FALSE
/// The class of mutation (MUT_NORMAL, MUT_EXTRA, MUT_OTHER)
var/class
/**
* any mutations that might conflict.
* put mutation typepath defines in here.
* make sure to enter it both ways (so that A conflicts with B, and B with A)
*/
var/list/conflicts
var/can_chromosome = CHROMOSOME_NONE //can we take chromosomes? 0: CHROMOSOME_NEVER never, 1:CHROMOSOME_NONE yeah, 2: CHROMOSOME_USED no, already have one
var/chromosome_name //purely cosmetic
var/modified = FALSE //ugly but we really don't want chromosomes and on_acquiring to overlap and apply double the powers
/**
* can we take chromosomes?
* 0: CHROMOSOME_NEVER never
* 1: CHROMOSOME_NONE yeah
* 2: CHROMOSOME_USED no, already have one
*/
var/can_chromosome = CHROMOSOME_NONE
/// Name of the chromosome
var/chromosome_name
/// Has the chromosome been modified
var/modified = FALSE //ugly but we really don't want chromosomes and on_acquiring to overlap and apply double the powers
/// Is this mutation mutadone proof
var/mutadone_proof = FALSE
//Chromosome stuff - set to -1 to prevent people from changing it. Example: It'd be a waste to decrease cooldown on mutism
var/stabilizer_coeff = 1 //genetic stability coeff
var/synchronizer_coeff = -1 //makes the mutation hurt the user less
var/power_coeff = -1 //boosts mutation strength
var/energy_coeff = -1 //lowers mutation cooldown
var/list/valid_chrom_list = list() //List of strings of valid chromosomes this mutation can accept.
/// genetic stability coeff
var/stabilizer_coeff = 1
/// Makes the mutation hurt the user less
var/synchronizer_coeff = -1
/// Boosts mutation strength
var/power_coeff = -1
/// Lowers mutation cooldown
var/energy_coeff = -1
/// List of strings of valid chromosomes this mutation can accept.
var/list/valid_chrom_list = list()
/datum/mutation/human/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
/datum/mutation/human/New(class = MUT_OTHER, timer, datum/mutation/human/copymut)
. = ..()
class = class_
src.class = class
if(timer)
addtimer(CALLBACK(src, .proc/remove), timer)
timeout = timer
@@ -56,23 +87,22 @@
copy_mutation(copymut)
update_valid_chromosome_list()
/datum/mutation/human/proc/on_acquiring(mob/living/carbon/human/H)
if(!H || !istype(H) || H.stat == DEAD || (src in H.dna.mutations))
/datum/mutation/human/proc/on_acquiring(mob/living/carbon/human/acquirer)
if(!acquirer || !istype(acquirer) || acquirer.stat == DEAD || (src in acquirer.dna.mutations))
return TRUE
if(species_allowed && !species_allowed.Find(H.dna.species.id))
if(species_allowed && !species_allowed.Find(acquirer.dna.species.id))
return TRUE
if(health_req && H.health < health_req)
if(health_req && acquirer.health < health_req)
return TRUE
if(limb_req && !H.get_bodypart(limb_req))
if(limb_req && !acquirer.get_bodypart(limb_req))
return TRUE
for(var/M in H.dna.mutations)//check for conflicting powers
var/datum/mutation/human/mewtayshun = M
for(var/datum/mutation/human/mewtayshun as anything in acquirer.dna.mutations) //check for conflicting powers
if(!(mewtayshun.type in conflicts) && !(type in mewtayshun.conflicts))
continue
to_chat(H, span_warning("You feel your genes resisting something."))
to_chat(acquirer, span_warning("You feel your genes resisting something."))
return TRUE
owner = H
dna = H.dna
owner = acquirer
dna = acquirer.dna
dna.mutations += src
if(text_gain_indication)
to_chat(owner, text_gain_indication)
@@ -86,7 +116,7 @@
owner.apply_overlay(layer_used)
grant_spell() //we do checks here so nothing about hulk getting magic
if(!modified)
addtimer(CALLBACK(src, .proc/modify, 5)) //gonna want children calling ..() to run first
addtimer(CALLBACK(src, .proc/modify, 0.5 SECONDS)) //gonna want children calling ..() to run first
/datum/mutation/human/proc/get_visual_indicator()
return
@@ -116,22 +146,23 @@
return
/mob/living/carbon/human/update_mutations_overlay()
for(var/datum/mutation/human/CM in dna.mutations)
if(CM.species_allowed && !CM.species_allowed.Find(dna.species.id))
dna.force_lose(CM) //shouldn't have that mutation at all
for(var/datum/mutation/human/mutation in dna.mutations)
if(mutation.species_allowed && !mutation.species_allowed.Find(dna.species.id))
dna.force_lose(mutation) //shouldn't have that mutation at all
continue
if(CM.visual_indicators.len)
var/list/mut_overlay = list()
if(overlays_standing[CM.layer_used])
mut_overlay = overlays_standing[CM.layer_used]
var/mutable_appearance/V = CM.get_visual_indicator()
if(!mut_overlay.Find(V)) //either we lack the visual indicator or we have the wrong one
remove_overlay(CM.layer_used)
for(var/mutable_appearance/MA in CM.visual_indicators[CM.type])
mut_overlay.Remove(MA)
mut_overlay |= V
overlays_standing[CM.layer_used] = mut_overlay
apply_overlay(CM.layer_used)
if(mutation.visual_indicators.len == 0)
continue
var/list/mut_overlay = list()
if(overlays_standing[mutation.layer_used])
mut_overlay = overlays_standing[mutation.layer_used]
var/mutable_appearance/indicator_to_add = mutation.get_visual_indicator()
if(!mut_overlay.Find(indicator_to_add)) //either we lack the visual indicator or we have the wrong one
remove_overlay(mutation.layer_used)
for(var/mutable_appearance/indicator_to_remove in mutation.visual_indicators[mutation.type])
mut_overlay.Remove(indicator_to_remove)
mut_overlay |= indicator_to_add
overlays_standing[mutation.layer_used] = mut_overlay
apply_overlay(mutation.layer_used)
/datum/mutation/human/proc/modify() //called when a genome is applied so we can properly update some stats without having to remove and reapply the mutation from someone
if(modified || !power || !owner)
@@ -140,17 +171,17 @@
power.charge_counter *= GET_MUTATION_ENERGY(src)
modified = TRUE
/datum/mutation/human/proc/copy_mutation(datum/mutation/human/HM)
if(!HM)
/datum/mutation/human/proc/copy_mutation(datum/mutation/human/mutation_to_copy)
if(!mutation_to_copy)
return
chromosome_name = HM.chromosome_name
stabilizer_coeff = HM.stabilizer_coeff
synchronizer_coeff = HM.synchronizer_coeff
power_coeff = HM.power_coeff
energy_coeff = HM.energy_coeff
mutadone_proof = HM.mutadone_proof
can_chromosome = HM.can_chromosome
valid_chrom_list = HM.valid_chrom_list
chromosome_name = mutation_to_copy.chromosome_name
stabilizer_coeff = mutation_to_copy.stabilizer_coeff
synchronizer_coeff = mutation_to_copy.synchronizer_coeff
power_coeff = mutation_to_copy.power_coeff
energy_coeff = mutation_to_copy.energy_coeff
mutadone_proof = mutation_to_copy.mutadone_proof
can_chromosome = mutation_to_copy.can_chromosome
valid_chrom_list = mutation_to_copy.valid_chrom_list
/datum/mutation/human/proc/remove_chromosome()
stabilizer_coeff = initial(stabilizer_coeff)
-2
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@@ -4,7 +4,6 @@
quality = POSITIVE
difficulty = 16
text_gain_indication = "<span class='notice'>Your body feels warm!</span>"
time_coeff = 5
instability = 25
conflicts = list(/datum/mutation/human/pressure_adaptation)
@@ -34,7 +33,6 @@
quality = POSITIVE
difficulty = 16
text_gain_indication = "<span class='notice'>Your body feels numb!</span>"
time_coeff = 5
instability = 25
conflicts = list(/datum/mutation/human/temperature_adaptation)
-1
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@@ -178,7 +178,6 @@
text_gain_indication = "You feel unusually monkey-like."
text_lose_indication = "You feel like your old self."
quality = NEGATIVE
time_coeff = 2
locked = TRUE //Species specific, keep out of actual gene pool
var/datum/species/original_species = /datum/species/human
var/original_name
-1
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@@ -6,7 +6,6 @@
difficulty = 16
text_gain_indication = "<span class='notice'>You feel one with your surroundings.</span>"
text_lose_indication = "<span class='notice'>You feel oddly exposed.</span>"
time_coeff = 5
instability = 25
/datum/mutation/human/chameleon/on_acquiring(mob/living/carbon/human/owner)
-1
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@@ -3,7 +3,6 @@
desc = "A volatile mutation that causes the host to sent out deadly beta radiation. This affects both the hosts and their surroundings."
quality = NEGATIVE
text_gain_indication = "<span class='warning'>You can feel it in your bones!</span>"
time_coeff = 5
instability = 5
difficulty = 8
power_coeff = 1
-1
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@@ -41,7 +41,6 @@
difficulty = 18
text_gain_indication = "<span class='notice'>You can see the heat rising off of your skin...</span>"
text_lose_indication = "<span class='notice'>You can no longer see the heat rising off of your skin...</span>"
time_coeff = 2
instability = 25
synchronizer_coeff = 1
power_coeff = 1