Streamlines Life() a little (#96215)

## About The Pull Request

Main changes

- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)

Other changes

- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")

## Why It's Good For The Game

Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.

Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book

## Changelog

🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
This commit is contained in:
MrMelbert
2026-05-29 22:48:16 -06:00
committed by GitHub
co-authored by John Willard
parent 7cf48344fb
commit e68c1edad1
26 changed files with 270 additions and 301 deletions
+2 -3
View File
@@ -89,9 +89,8 @@
var/list/valid_chrom_list = list()
/// List of traits that are added or removed by the mutation with GENETIC_TRAIT source.
var/list/mutation_traits
/datum/mutation/New()
. = ..()
/// if TRUE admins get alerted when someone force-injects someone else with this mutation
var/warn_admins_on_inject = FALSE
/datum/mutation/Destroy()
power_path = null
+2
View File
@@ -246,6 +246,7 @@
instability = NEGATIVE_STABILITY_MAJOR // mmmonky
remove_on_aheal = FALSE
locked = TRUE //Species specific, keep out of actual gene pool
warn_admins_on_inject = TRUE
var/datum/species/original_species = /datum/species/human
var/original_name
@@ -533,6 +534,7 @@
difficulty = 12 //pretty good for traitors
quality = NEGATIVE //holy shit no eyes or tongue or ears
text_gain_indication = span_warning("Something feels off.")
warn_admins_on_inject = TRUE
/datum/mutation/headless/on_acquiring()
. = ..()
+1 -1
View File
@@ -60,7 +60,7 @@
/datum/action/cooldown/spell/void/cursed/proc/on_life(mob/living/source, seconds_per_tick)
SIGNAL_HANDLER
if(!isliving(source) || HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD || HAS_TRAIT(source, TRAIT_NO_TRANSFORM))
if(HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD)
return
if(!is_valid_target(source))