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
+84 -80
View File
@@ -1303,93 +1303,19 @@
// number later
// params["type"] - Type of injector to create
// Expected results:
// "ue" - Unique Enzyme, changes name and blood type
// "ue" - Unique Enzyme, changes name and blood type
// "ui" - Unique Identity, changes looks
// "uf" - Unique Features, changes mutant bodyparts and mutcolors
// "mixed" - Combination of both ue and ui
if("makeup_injector")
if(!COOLDOWN_FINISHED(src, enzyme_copy_timer))
return
// Convert the index to a number and clamp within the array range, then
// copy the data from the disk to that buffer
var/buffer_index = text2num(params["index"])
buffer_index = clamp(buffer_index, 1, NUMBER_OF_BUFFERS)
var/list/buffer_slot = genetic_makeup_buffer[buffer_index]
// GUARD CHECK - This shouldn't be possible to execute this on a null
// buffer. Unexpected resut
if(!istype(buffer_slot))
// Convert the index to a number and clamp within the array range, then copy the data from the disk to that buffer
var/buffer_index = clamp(text2num(params["index"]), 1, NUMBER_OF_BUFFERS)
if(!make_cosmetic_dna_injector(dna_injector_type_to_flag(params["type"]), genetic_makeup_buffer[buffer_index]))
to_chat(usr, span_warning("Genetic data corrupted, unable to create injector."))
return
var/type = params["type"]
var/obj/item/dnainjector/timed/I
switch(type)
if("ui")
// GUARD CHECK - There's currently no way to save partial genetic data.
// However, if this is the case, we can't make a complete injector and
// this catches that edge case
if(!buffer_slot["UI"])
to_chat(usr,span_warning("Genetic data corrupted, unable to create injector."))
return
I = new /obj/item/dnainjector/timed(loc)
I.fields = list("UI"=buffer_slot["UI"])
// If there is a connected scanner, we can use its upgrades to reduce
// the genetic damage generated by this injector
if(scanner_operational())
I.damage_coeff = connected_scanner.damage_coeff
if("ue")
// GUARD CHECK - There's currently no way to save partial genetic data.
// However, if this is the case, we can't make a complete injector and
// this catches that edge case
if(!buffer_slot["name"] || !buffer_slot["UE"] || !buffer_slot["blood_type"])
to_chat(usr,span_warning("Genetic data corrupted, unable to create injector."))
return
I = new /obj/item/dnainjector/timed(loc)
I.fields = list("name"=buffer_slot["name"], "UE"=buffer_slot["UE"], "blood_type"=buffer_slot["blood_type"])
// If there is a connected scanner, we can use its upgrades to reduce
// the genetic damage generated by this injector
if(scanner_operational())
I.damage_coeff = connected_scanner.damage_coeff
if("uf")
// GUARD CHECK - There's currently no way to save partial genetic data.
// However, if this is the case, we can't make a complete injector and
// this catches that edge case
if(!buffer_slot["name"] || !buffer_slot["UF"] || !buffer_slot["blood_type"])
to_chat(usr,span_warning("Genetic data corrupted, unable to create injector."))
return
I = new /obj/item/dnainjector/timed(loc)
I.fields = list("name"=buffer_slot["name"], "UF"=buffer_slot["UF"])
// If there is a connected scanner, we can use its upgrades to reduce
// the genetic damage generated by this injector
if(scanner_operational())
I.damage_coeff = connected_scanner.damage_coeff
if("mixed")
// GUARD CHECK - There's currently no way to save partial genetic data.
// However, if this is the case, we can't make a complete injector and
// this catches that edge case
if(!buffer_slot["UI"] || !buffer_slot["name"] || !buffer_slot["UE"] || !buffer_slot["UF"] || !buffer_slot["blood_type"])
to_chat(usr,span_warning("Genetic data corrupted, unable to create injector."))
return
I = new /obj/item/dnainjector/timed(loc)
I.fields = list("UI"=buffer_slot["UI"],"name"=buffer_slot["name"], "UE"=buffer_slot["UE"], "UF"=buffer_slot["UF"], "blood_type"=buffer_slot["blood_type"])
// If there is a connected scanner, we can use its upgrades to reduce
// the genetic damage generated by this injector
if(scanner_operational())
I.damage_coeff = connected_scanner.damage_coeff
// If we successfully created an injector, don't forget to set the new
// ready timer.
if(I)
injector_ready = world.time + MISC_INJECTOR_TIMEOUT
injector_ready = world.time + MISC_INJECTOR_TIMEOUT
if(connected_scanner)
connected_scanner.use_energy(connected_scanner.active_power_usage)
else
@@ -1785,12 +1711,90 @@
return TRUE
return FALSE
/**
* Checks if there is a connected DNA Scanner that is operational
*/
/obj/machinery/computer/dna_console/proc/scanner_operational()
return connected_scanner?.is_operational
/**
* Gets the damage coefficient of the connected DNA Scanner, or 1 if there isn't an operational one
*/
/obj/machinery/computer/dna_console/proc/get_injector_damage_coeff()
if(scanner_operational())
return connected_scanner.damage_coeff
return 1
/// Copy UI to the dna injector
#define DNA_INJECTOR_FLAG_UI (1<<0)
/// Copy UE to the dna injector
#define DNA_INJECTOR_FLAG_UE (1<<1)
/// Copy UF to the dna injector
#define DNA_INJECTOR_FLAG_UF (1<<2)
/// Copy name to the dna injector
#define DNA_INJECTOR_FLAG_NAME (1<<3)
/// Copy blood type to the dna injector
#define DNA_INJECTOR_FLAG_BLOOD (1<<4)
/**
* Converts a string (from tgui) to a series of flags determine what we should put in a DNA Injector
*/
/obj/machinery/computer/dna_console/proc/dna_injector_type_to_flag(injector_type)
switch(injector_type)
if("ui")
return DNA_INJECTOR_FLAG_UI
if("ue")
return DNA_INJECTOR_FLAG_UE | DNA_INJECTOR_FLAG_NAME | DNA_INJECTOR_FLAG_BLOOD
if("uf")
return DNA_INJECTOR_FLAG_UF | DNA_INJECTOR_FLAG_NAME
if("mixed")
return ALL
return NONE
/**
* Pass an injector flag and a genetic makeup buffer slot to create a DNA Injector
*/
/obj/machinery/computer/dna_console/proc/make_cosmetic_dna_injector(dna_flag, list/buffer_slot = list())
if(!dna_flag || !length(buffer_slot))
return FALSE
var/datum/dna/stored_dna = new()
if(dna_flag & DNA_INJECTOR_FLAG_NAME)
if(!buffer_slot["name"])
return FALSE
stored_dna.real_name = buffer_slot["name"]
if(dna_flag & DNA_INJECTOR_FLAG_BLOOD)
if(!buffer_slot["blood_type"])
return FALSE
stored_dna.blood_type = buffer_slot["blood_type"]
if(dna_flag & DNA_INJECTOR_FLAG_UI)
if(!buffer_slot["UI"])
return FALSE
stored_dna.unique_identity = buffer_slot["UI"]
if(dna_flag & DNA_INJECTOR_FLAG_UE)
if(!buffer_slot["UE"])
return FALSE
stored_dna.unique_enzymes = buffer_slot["UE"]
if(dna_flag & DNA_INJECTOR_FLAG_UF)
if(!buffer_slot["UF"])
return FALSE
stored_dna.unique_features = buffer_slot["UF"]
new /obj/item/dnainjector/timed(loc, stored_dna, get_injector_damage_coeff())
return TRUE
#undef DNA_INJECTOR_FLAG_UI
#undef DNA_INJECTOR_FLAG_UE
#undef DNA_INJECTOR_FLAG_UF
#undef DNA_INJECTOR_FLAG_NAME
#undef DNA_INJECTOR_FLAG_BLOOD
/**
* Checks if there is a valid DNA Scanner occupant for genetic modification
*
@@ -163,7 +163,7 @@ GLOBAL_VAR_INIT(experimental_cloner_fuckup_chance, 50)
if (prob(75))
var/static/list/permitted_heights = list(HUMAN_HEIGHT_SHORTEST, HUMAN_HEIGHT_SHORT, HUMAN_HEIGHT_MEDIUM, HUMAN_HEIGHT_TALL, HUMAN_HEIGHT_TALLER, HUMAN_HEIGHT_TALLEST)
new_clone.dna.remove_mutation(/datum/mutation/dwarfism, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR))
new_clone.dna.remove_mutation(/datum/mutation/dwarfism, GLOB.standard_mutation_sources)
new_clone.set_mob_height(pick(permitted_heights - loaded_record.height)) // To differentiate the clones
return new_clone
+38 -69
View File
@@ -11,18 +11,34 @@
throw_range = 5
w_class = WEIGHT_CLASS_TINY
/// Modified to damage caused from injection, currently unused though
var/damage_coeff = 1
var/list/fields
var/list/add_mutations = list()
var/list/remove_mutations = list()
/// Adds all mutations in this list to the injected mob, activating it rather than mutating it if possible.
var/list/add_mutations
/// If the injected mob has any mutations in this list activated or mutated, they will be removed.
var/list/remove_mutations
/// Tracks if it's been used
VAR_FINAL/used = FALSE
/// Duration of the mutations added/activated or DNA changes. Does not affect removed mutations.
var/duration = INFINITY
/// A DNA datum that has its fields copied to the target on injection.
var/datum/dna/stored_dna
var/used = FALSE
/obj/item/dnainjector/Initialize(mapload)
/obj/item/dnainjector/Initialize(mapload, datum/dna/stored_dna, damage_coeff = 1)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
if(used)
update_appearance()
src.stored_dna = stored_dna
src.damage_coeff = damage_coeff
/obj/item/dnainjector/Destroy()
if(stored_dna?.holder)
stack_trace("DNA injector got owned DNA somehow")
stored_dna = null
else
QDEL_NULL(stored_dna)
return ..()
/obj/item/dnainjector/vv_edit_var(vname, vval)
. = ..()
@@ -43,27 +59,26 @@
/obj/item/dnainjector/proc/inject(mob/living/carbon/target, mob/user)
if(!target.can_mutate())
return FALSE
if(target.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, span_notice("You can't modify [target]'s DNA while [target.p_theyre()] dead."))
return FALSE
for(var/removed_mutation in remove_mutations)
target.dna.remove_mutation(removed_mutation, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR))
for(var/added_mutation in add_mutations)
if(added_mutation == /datum/mutation/race)
message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with \the [src] [span_danger("(MONKEY)")]")
target.dna.remove_mutation(removed_mutation, GLOB.standard_mutation_sources)
for(var/datum/mutation/added_mutation as anything in add_mutations)
if(added_mutation::warn_admins_on_inject && target != user && !ismonkey(target))
message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with [src] containing [added_mutation::name].")
if(target.dna.mutation_in_sequence(added_mutation))
target.dna.activate_mutation(added_mutation)
if(duration != INFINITY)
addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), added_mutation, MUTATION_SOURCE_ACTIVATED), duration)
else
target.dna.add_mutation(added_mutation, MUTATION_SOURCE_MUTATOR)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
target.real_name = fields["name"]
target.dna.unique_enzymes = fields["UE"]
target.name = target.real_name
target.set_blood_type(fields["blood_type"])
if(fields["UI"]) //UI+UE
target.dna.unique_identity = merge_text(target.dna.unique_identity, fields["UI"])
if(fields["UF"])
target.dna.unique_features = merge_text(target.dna.unique_features, fields["UF"])
if(fields["UI"] || fields["UF"])
target.updateappearance(mutcolor_update = TRUE, mutations_overlay_update = TRUE)
if(duration != INFINITY)
addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), added_mutation, MUTATION_SOURCE_MUTATOR), duration)
if(stored_dna)
target.apply_status_effect(/datum/status_effect/temporary_transformation/dna_injector, duration, stored_dna)
return TRUE
/obj/item/dnainjector/attack(mob/target, mob/user)
@@ -100,53 +115,7 @@
update_appearance()
/obj/item/dnainjector/timed
var/duration = 60 SECONDS
/obj/item/dnainjector/timed/inject(mob/living/carbon/target, mob/user)
if(target.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, span_notice("You can't modify [target]'s DNA while [target.p_theyre()] dead."))
return FALSE
if(!target.can_mutate())
return FALSE
var/endtime = world.time + duration
for(var/mutation in remove_mutations)
target.dna.remove_mutation(mutation, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR))
for(var/mutation in add_mutations)
if(target.dna.get_mutation(mutation))
continue //Skip permanent mutations we already have.
if(mutation == /datum/mutation/race && !ismonkey(target))
message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with \the [src] [span_danger("(MONKEY)")]")
target.dna.add_mutation(mutation, MUTATION_SOURCE_TIMED_INJECTOR)
addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), mutation, MUTATION_SOURCE_TIMED_INJECTOR), duration)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
LAZYINITLIST(target.dna.previous)
if(!target.dna.previous["name"])
target.dna.previous["name"] = target.real_name
if(!target.dna.previous["UE"])
target.dna.previous["UE"] = target.dna.unique_enzymes
if(!target.dna.previous["blood_type"])
target.dna.previous["blood_type"] = target.get_bloodtype()
target.real_name = fields["name"]
target.dna.unique_enzymes = fields["UE"]
target.name = target.real_name
target.set_blood_type(fields["blood_type"])
LAZYSET(target.dna.temporary_mutations, UE_CHANGED, endtime)
if(fields["UI"]) //UI+UE
LAZYINITLIST(target.dna.previous)
if(!target.dna.previous["UI"])
target.dna.previous["UI"] = target.dna.unique_identity
target.dna.unique_identity = merge_text(target.dna.unique_identity, fields["UI"])
LAZYSET(target.dna.temporary_mutations, UI_CHANGED, endtime)
if(fields["UF"]) //UI+UE
LAZYINITLIST(target.dna.previous)
if(!target.dna.previous["UF"])
target.dna.previous["UF"] = target.dna.unique_features
target.dna.unique_features = merge_text(target.dna.unique_features, fields["UF"])
LAZYSET(target.dna.temporary_mutations, UF_CHANGED, endtime)
if(fields["UI"] || fields["UF"])
target.updateappearance(mutcolor_update = TRUE, mutations_overlay_update = TRUE)
return TRUE
duration = 60 SECONDS
/obj/item/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
@@ -263,12 +263,10 @@
/mob/living/basic/soulscythe/Initialize(mapload)
. = ..()
add_traits(list(TRAIT_ASHSTORM_IMMUNE, TRAIT_SNOWSTORM_IMMUNE, TRAIT_LAVA_IMMUNE), INNATE_TRAIT)
RegisterSignal(src, COMSIG_LIVING_LIFE, PROC_REF(on_life))
/mob/living/basic/soulscythe/proc/on_life(datum/source, seconds_per_tick) // done like this because there's no need to go through all of life since the item does the work anyways
/mob/living/basic/soulscythe/Life(seconds_per_tick)
if(stat == CONSCIOUS)
adjust_blood_volume(round(1 * seconds_per_tick), maximum = MAX_BLOOD_LEVEL)
return COMPONENT_LIVING_CANCEL_LIFE_PROCESSING
/// Special projectile for the soulscythe.
/obj/projectile/soulscythe