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Refactors genetic damage component to be a status effect (#74799)
## About The Pull Request The genetic damage component looked like a status effect, swam like a status effect, quacked like a status effect, but wasn't a status effect. Irradiated component is also guilty of this, but it has the excuse of also getting applied to items. This one only applies to mobs though, so... ## Why It's Good For The Game Easier to maintain code, that's about it. ## Changelog Not player facing.
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@@ -1,72 +0,0 @@
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#define GORILLA_MUTATION_CHANCE_PER_SECOND 0.25
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#define GORILLA_MUTATION_MINIMUM_DAMAGE 2500
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/// Genetic damage, given by DNA consoles, will start to deal toxin damage
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/// past a certain threshold, and will go down consistently.
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/// Adding multiple of this component will increase the total damage.
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/// Can turn monkeys into gorillas.
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/datum/component/genetic_damage
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// The total genetic damage on the mob
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var/total_damage = 0
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/// The amount of genetic damage a mob can sustain before taking damage
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var/minimum_before_damage = 500
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/// The amount of genetic damage to remove per second
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var/remove_per_second = 1 / 3
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/// The amount of toxin damage to deal per second, if over the minimum before taking damage
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var/toxin_damage_per_second = 1 / 3
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/datum/component/genetic_damage/Initialize(genetic_damage)
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if (!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.total_damage = genetic_damage
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START_PROCESSING(SSprocessing, src)
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/datum/component/genetic_damage/RegisterWithParent()
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RegisterSignal(parent, COMSIG_LIVING_HEALTHSCAN, PROC_REF(on_healthscan))
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/datum/component/genetic_damage/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_LIVING_HEALTHSCAN)
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/datum/component/genetic_damage/Destroy(force, silent)
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/datum/component/genetic_damage/InheritComponent(datum/component/genetic_damage/old_component)
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total_damage += old_component.total_damage
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/datum/component/genetic_damage/process(seconds_per_tick)
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if (ismonkey(parent) && total_damage >= GORILLA_MUTATION_MINIMUM_DAMAGE && SPT_PROB(GORILLA_MUTATION_CHANCE_PER_SECOND, seconds_per_tick))
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var/mob/living/carbon/carbon_parent = parent
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carbon_parent.gorillize()
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qdel(src)
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return PROCESS_KILL
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if (total_damage >= minimum_before_damage)
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var/mob/living/living_mob = parent
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living_mob.adjustToxLoss(toxin_damage_per_second * seconds_per_tick)
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total_damage -= remove_per_second * seconds_per_tick
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if (total_damage <= 0)
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qdel(src)
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return PROCESS_KILL
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/datum/component/genetic_damage/proc/on_healthscan(datum/source, list/render_list, advanced)
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SIGNAL_HANDLER
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if (advanced)
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render_list += "<span class='alert ml-1'>Genetic damage: [round(total_damage / minimum_before_damage * 100, 0.1)]%</span>\n"
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else if (total_damage >= minimum_before_damage)
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render_list += "<span class='alert ml-1'>Severe genetic damage detected.</span>\n"
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else
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render_list += "<span class='alert ml-1'>Minor genetic damage detected.</span>\n"
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#undef GORILLA_MUTATION_CHANCE_PER_SECOND
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#undef GORILLA_MUTATION_MINIMUM_DAMAGE
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